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<H1><A NAME="sec:H"><SPAN class="sec-nr">H</SPAN> <SPAN class="sec-title">Class 
summary descriptions</SPAN></A></H1>

<A NAME="sec:summary"></A>

<P>This appendix provides a complete overview of all built-in classes of
<font size=-1>XPCE</font>. For each class, it presents the name, 
arguments needed to create an instance, place in the inheritance and 
delegation hierarchies as well as a summary description. For many 
classes we added a small illustrative example of typical usage of the 
class.

<P>The summaries stress on describing what the class is commonly used 
for and what other classes are designed to cooperate with the class.

<P>The classes are presented in alphabetical order. Some classes that 
are closely related and have symbol-names (<CODE>&gt;, +</CODE>) are 
combined into one description, sometimes violating the alphabetical 
order.

<DL>
<DT><A NAME="class::="><STRONG>:=</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Instances of this class are used to specify named arguments, see
<A class="sec" href="namedargs.html">section 2.4</A>. Example:

<PRE class="code">
...,
send(Editor, style,
     sensitive, style(underline := @on,
                      colour := dark_green)),
...,
</PRE>

</DD>
<DT><A NAME="class:=="><STRONG>==</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:\=="><STRONG>\==</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Conditional code object that succeeds if both arguments evaluate to the 
same object. Normally used to specify the conditions of <A class="" href="summary.html#class:if">if</A> 
or
<A class="" href="summary.html#class:while">while</A>. The following 
example yields the names of all user-defined classes:

<PRE class="code">
?- new(UDC, chain),
   send(@classes, for_all,
        if(@arg2?creator \== built_in,
           message(UDC, append, @arg1))).
</PRE>

</DD>
<DT><A NAME="class:?"><STRONG>?</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:?">?</A>, pronounced as 
`obtainer', represents a `dormant' get-operation. Obtainers are commonly 
used to `obtain' arguments for other code objects. For example:

<PRE class="code">
...,
send(Dialog, append,
     new(TI, text_item(name))),
send(Dialog, append,
     button(ok, message(Dialog, return, TI?selection))),
</PRE>

</DD>
<DT><A NAME="class:@="><STRONG>@=</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:@=">@=</A> assigns a symbolic 
reference name to the argument object. It is used to define global 
objects in the class-variable display.initialise. See the system 
defaults file
<CODE>&lt;<VAR>pcehome</VAR>&gt;/Defaults</CODE>. The following example 
from <CODE>Defaults</CODE> creates the objects <A NAME="idx:dialogbg:750"></A><B>@_dialog_bg</B> 
and <A NAME="idx:winpen:751"></A><B>@_win_pen</B> depending on whether 
or not the display is monochrome or colour.

<PRE class="code">
display.initialise: \
        and(_dialog_bg @= when(@colour_display, \
                               grey80, white), \
            _win_pen   @= when(@colour_display, \
                               0, 1))
</PRE>

</DD>
<DT><A NAME="class:and"><STRONG>and</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Code object that executes its arguments one by one. It fails as soon as 
one of the arguments fails and succeeds otherwise. Commonly used to 
specify multiple actions for controllers. For example:

<PRE class="code">
...,
get(Dialog, frame, Frame),
send(Dialog, append,
     new(Function, text_item(function))),
send(Dialog, append,
     button(switch_to,
            and(message(Frame, switch_to,
                        Function?selection),
                message(Function, clear)))),
...,
</PRE>

</DD>
<DT><A NAME="class:application"><STRONG>application</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An application object is a <A class="" href="summary.html#class:visual">visual</A> 
object used to combine multiple <A class="" href="summary.html#class:frame">frames</A>. 
See <A class="sec" href="application.html">section 10.5</A> for a 
discussion on its usage.</DD>
<DT><A NAME="class:arc"><STRONG>arc</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Graphical primitive describing a section from a circle. It may be used 
to create a <A NAME="idx:piechart:752">pie-chart</A> segment.

<PRE class="code">
?- new(A, arc(100, 20, 50)),
   send(A, close, pie_slice).
</PRE>

</DD>
<DT><A NAME="class:area"><STRONG>area</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Combination of <EM>X</EM>, <EM>Y</EM>, <EM>Width</EM> and <EM>Height</EM> 
used by
<A class="" href="summary.html#class:graphical">graphical</A> to store 
the bounding box of the graphical. Also used to communicate with 
graphical objects and frames about their dimension.

<PRE class="code">
...,
get(Box, area, area(X, Y, W, H)),
...,
</PRE>

</DD>
<DT><A NAME="class:arrow"><STRONG>arrow</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Arrow-head. Normally only used implicitly to attach arrows to a
<A class="" href="summary.html#class:line">line</A>, <A class="" href="summary.html#class:arc">arc</A> 
or <A class="" href="summary.html#class:path">path</A>, the subclasses 
of class
<A class="" href="summary.html#class:joint">joint</A>. See <A NAME="idx:jointsendarrows:753"></A>`<B>joint<CODE>-&gt;</CODE>arrows</B>'. <A class="" href="summary.html#class:arrow">arrow</A> 
can be used directory to create fancy arrows.

<PRE class="code">
?- new(L, line(0, 0, 100, 50, second))
</PRE>

</DD>
<DT><A NAME="class:assign"><STRONG>assign</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Assign a value to an instance of class <A class="" href="summary.html#class:var">var</A>, 
an <font size=-1>XPCE</font> variable. Used to realise variables in 
compound executable objects.

<PRE class="code">
and(assign(new(C, var), @arg1?controller),
    message(C, ...),
    message(C, ...),
    ...)
</PRE>

</DD>
<DT><A NAME="class:attribute"><STRONG>attribute</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Attributes can be associated with any object to store data related to 
that object without the need to create a subclass. Normally attribute 
objects are used implicitly through the method
<A NAME="idx:objectbothattribute:754"></A>`<B>object<CODE>&lt;-&gt;</CODE>attribute</B>'.

<PRE class="code">
send(Frame, attribute, visualises, bicycle24)
</PRE>

</DD>
<DT><A NAME="class:behaviour"><STRONG>behaviour</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Super class of <A class="" href="summary.html#class:method">method</A> 
and <A class="" href="summary.html#class:variable">variable</A>, 
representing the two types of objects that can realise behaviour in 
classes. Not useful for the application programmer.</DD>
<DT><A NAME="class:bezier_curve"><STRONG>bezier_curve</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Create a Bezier curve from <VAR>start</VAR> to <VAR>end</VAR> using one 
or two control-points (quadradic or cubic Bezier curve). Bezier curves 
are nice smooth curves departing and arriving in a specified direction. 
See also <A class="" href="summary.html#class:path">path</A>.</DD>
<DT><A NAME="class:binary_condition"><STRONG>binary_condition</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:<"><STRONG>&lt;</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:="><STRONG>=</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:=<"><STRONG>=&lt;</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:>"><STRONG>&gt;</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:>="><STRONG>&gt;=</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Arithmetic conditional code objects. These objects are normally used to 
specify the conditions of <A class="" href="summary.html#class:if">if</A> 
or <A class="" href="summary.html#class:while">while</A>. The following 
example creates a <A class="" href="summary.html#class:chain">chain</A> 
holding all graphicals on a device that either have <B><CODE>&lt;-</CODE>width</B> <VAR>&lt;</VAR> 
5 or <B><CODE>&lt;-</CODE>height</B> <VAR>&lt;</VAR> 5.

<PRE class="code">
...,
get(Device?graphicals, find_all,
    or(@arg1?width &lt; 5,
       @arg1?height &lt; 5),
    SmallGraphicals),
...,
</PRE>

</DD>
<DT><A NAME="class:binary_expression"><STRONG>binary_expression</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:*"><STRONG>*</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:+"><STRONG>+</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:-"><STRONG>-</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:/"><STRONG>/</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Arithmetic functions, commonly used for computation of graphical 
dimensions or to specify spatial relations using class <A class="" href="summary.html#class:spatial">spatial</A> 
or for simple functional computation from Prolog. For example:

<PRE class="code">
...
send(Box, height, Text?height + 10),
...
</PRE>

</DD>
<DT><A NAME="class:bitmap"><STRONG>bitmap</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A bitmap turns an <A class="" href="summary.html#class:image">image</A> 
or <A class="" href="summary.html#class:pixmap">pixmap</A> into a 
graphical object that can be displayed on a <A class="" href="summary.html#class:device">device</A>.

<PRE class="code">
?- new(I, image('pce.bm')),
   new(B, bitmap(I)).
</PRE>

</DD>
<DT><A NAME="class:block"><STRONG>block</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:block">block</A> is similar to <A class="" href="summary.html#class:and">and</A>, 
but provides formal parameters.

<PRE class="code">
?- send(block(new(A, var),
              new(B, var),
              message(@pce, write_ln, A, B)),
        forward, hello, world).

hello world
</PRE>

</DD>
<DT><A NAME="class:bool"><STRONG>bool</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:bool">bool</A> defines two 
instances: <A NAME="idx:on:755"></A><B>@on</B> and <A NAME="idx:off:756"></A><B>@off</B>, 
representing `true' and `false'. The use cannot create instances of this 
class.

<PRE class="code">
...,
send(Image, transparent, @on)
...
</PRE>

</DD>
<DT><A NAME="class:box"><STRONG>box</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Graphical representing a rectangle. Corners can be rounded, the interior 
can be filled, the texture and thickness of the line can be controlled 
and a shadow can be defined.

<PRE class="code">
?- new(B, box(100, 50)),
   send(B, radius, 10).
</PRE>

</DD>
<DT><A NAME="class:browser"><STRONG>browser</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:browser">browser</A> is a window 
version of a <A class="" href="summary.html#class:list_browser">list_browser</A>. 
A browser visualises a list of <A class="" href="summary.html#class:dict_item">dict_item</A> 
objects. The items are organised in a <A class="" href="summary.html#class:dict">dict</A>, 
providing fast access to browser items, even if there are many items in 
the browser. Individual items may be coloured, underlined, etc. using 
the <A class="" href="summary.html#class:style">style</A> mechanism also 
available for <A class="" href="summary.html#class:editor">editor</A>. 
Columns can be realised using tab_stops on the <A class="" href="summary.html#class:text_image">text_image</A> 
object that displays the actual text of the browser.

<PRE class="code">
?- new(B, browser),
   send_list(B, append, [gnu, gnat]).
</PRE>

</DD>
<DT><A NAME="class:browser_select_gesture"><STRONG>browser_select_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Internal class dealing with selection handling in class
<A class="" href="summary.html#class:list_browser">list_browser</A>.</DD>
<DT><A NAME="class:button"><STRONG>button</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A button is a push-button controller. It has an associated
<A class="" href="summary.html#class:message">message</A> that is 
executed if the button is activated using the mouse. Inside a <A class="" href="summary.html#class:dialog">dialog</A>, 
one button can be assigned as `default' button.

<PRE class="code">
?- new(B, button(hello,
                 message(@pce, write_ln, hello))).
</PRE>

</DD>
<DT><A NAME="class:c"><STRONG>c</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:c">c</A> is a subclass of 
class <A class="" href="summary.html#class:host">host</A>, providing 
communication to C and C++ code. It is not used directly by the 
application programmer.</DD>
<DT><A NAME="class:c_pointer"><STRONG>c_pointer</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:c_pointer">c_pointer</A> 
encapsulates an anonymous C pointer (<TT>void *</TT>). It is used to 
register references to Prolog predicates with <font size=-1>XPCE</font> 
methods. See also <A class="sec" href="udc.html">chapter 7</A>.

<PRE class="code">
?- pce_predicate_reference(gnat:gnu(_,_), X).
X = @1190997/c_pointer
</PRE>

</DD>
<DT><A NAME="class:chain"><STRONG>chain</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:chain">chain</A> represents a 
single-linked list of arbitrary objects. Chains are commonly used inside <font size=-1>XPCE</font> 
to represent collections. Chains have methods to find elements, sort the 
chain, delete elements, etc. The predicate <A NAME="idx:chainlist2:757"></A><A class="pred" href="sec-D.2.html#chain_list/2">chain_list/2</A> 
converts between an <font size=-1>XPCE</font> chain and a Prolog list. 
It also provides methods to run code on all elements of the list, which 
is generally faster than translating the chain to a Prolog list and 
using Prolog iteration. In the example, <A NAME="idx:devicegetgraphicals:758"></A>`<B>device<CODE>&lt;-</CODE>graphicals</B>' 
returns a chain holding the graphicals displayed on the device. The 
example changes the font of all objects of class <A class="" href="summary.html#class:text">text</A> 
to `bold'.

<PRE class="code">
...,
send(Device?graphicals, for_all,
     if(message(@arg1, instance_of, text),
        message(@arg1, font, bold))),
...
</PRE>

</DD>
<DT><A NAME="class:chain_hyper"><STRONG>chain_hyper</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Link two objects with a `chain'. If either dies, the other will die with 
it. See also the library <CODE>library(hyper)</CODE> and <A class="sec" href="hyper.html">section 
10.11</A>.</DD>
<DT><A NAME="class:chain_table"><STRONG>chain_table</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Version of a <A class="" href="summary.html#class:hash_table">hash_table</A> 
that allows multiple values to be associated with the same key. The key 
can be any object. If the value for a key is requested, a chain of 
values associated with this key is returned.</DD>
<DT><A NAME="class:char_array"><STRONG>char_array</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:char_array">char_array</A> is 
a super-class of the classes <A class="" href="summary.html#class:string">string</A>, 
representing modifiable text and <A class="" href="summary.html#class:name">name</A>, 
representing read-only unique textual constants. Class <A class="" href="summary.html#class:char_array">char_array</A> 
defines most of the analysis methods for its two subclasses. Almost the 
only usage of this class for application programmers is as type 
specifier for methods in user-defined classes that do not modify textual 
arguments.

<PRE class="code">
insert_bold_text(Editor, Text:char_array) :-&gt;
        "Insert text with fragment of bold text"::
        get(Editor, caret, Start),
        send(Editor, insert, Text),
        get(Editor, caret, End),
        Len is End-Start,
        new(_, fragment(Editor, Start, Len, bold)).
</PRE>

</DD>
<DT><A NAME="class:circle"><STRONG>circle</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Equivalent to an ellipse with the same <B><CODE>&lt;-</CODE>width</B> 
and <B><CODE>&lt;-</CODE>height</B>. Not used frequently.</DD>
<DT><A NAME="class:class"><STRONG>class</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
All <font size=-1>XPCE</font> classes are represented by an instance of 
class <A class="" href="summary.html#class:class">class</A>. A class is 
a normal object and can thus be manipulated using
<A NAME="idx:send212:759"></A><A class="pred" href="sec-7.1.html#send/[2-12]">send/[2-12]</A>, <A NAME="idx:get313:760"></A><A class="pred" href="sec-D.1.html#get/3">get/[3-13]</A> 
and <A NAME="idx:new2:761"></A><A class="pred" href="sec-D.1.html#new/2">new/2</A>. 
Classes are normally only created and modified through the user-defined 
class layer described in
<A class="sec" href="udc.html">chapter 7</A>. Get methods on classes are 
used to extract meta-information about its instances, as exploited by 
the online manual tools.

<PRE class="code">
?- get(@pce, convert, box, class, ClassBox),
   get(ClassBox, super_class, X).
X = @graphical_class/class.
</PRE>

</DD>
<DT><A NAME="class:class_variable"><STRONG>class_variable</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">

<P>A <A class="" href="summary.html#class:class_variable">class_variable</A> 
provides can be used to describe class properties as well as to provide 
access to the <font size=-1>XPCE</font>
<CODE>Defaults</CODE> database. Typically, class-variables are defined 
similar to instance-variables in the <font size=-1>XPCE</font>/Prolog 
class definition:

<PRE class="code">
:- pce_begin_class(title_text, text).

class_variable(font, font, huge, "Default font for titles").

...
</PRE>

</DD>
<DT><A NAME="class:click_gesture"><STRONG>click_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:click_gesture">click_gesture</A> 
is a <A class="" href="summary.html#class:recogniser">recogniser</A> 
that parses button-events to a click. If the click is detected, it will 
execute the associated message. This class is normally used to make 
graphical objects sensitive to clicks.

<PRE class="code">
...,
send(Bitmap, recogniser,
     click_gesture(left, double, message(Bitmap, open))),
...
</PRE>

</DD>
<DT><A NAME="class:code"><STRONG>code</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:code">code</A> is a 
super-class for all `executable' objects. An important sub-class is 
class <A class="" href="summary.html#class:function">function</A>, 
representing executable objects that yield a value. The method <A NAME="idx:codesendforward:762"></A>`<B>code<CODE>-&gt;</CODE>forward</B>: 
any ...' pushes the <A class="" href="summary.html#class:var">var</A> 
objects <A NAME="idx:arg1:763"></A><B>@arg1</B>, ... and then executes 
the code object. Code objects are often associated with controllers to 
describe the action the controller should perform. They also serve the 
role of <A NAME="idx:lambda:764">lambda</A> functions. See also <A class="sec" href="exeobjects.html">section 
10.2</A>.

<PRE class="code">
?- send(message(@prolog, format, 'Hello ~w.', @arg1),
        forward, world).
Hello world.
</PRE>

</DD>
<DT><A NAME="class:code_vector"><STRONG>code_vector</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:code_vector">code_vector</A> is a 
subclass of class <A class="" href="summary.html#class:vector">vector</A> 
that can represent functions as well as normal objects. It is used for 
packing multiple arguments passed to a variable-argument method. Do not 
use this class directly. See <A class="sec" href="sec-7.5.html">section 
7.5.2</A>.</DD>
<DT><A NAME="class:colour"><STRONG>colour</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:colour">colour</A> represents an 
`RGB' triple.<SUP class="fn">21<SPAN class="fn-text">Colour screens 
create their colour by mixing the `primary' colours `red', `green' and 
`blue'. With an `RBG' triple, we refer to a triple of three numeric 
values representing the intensities of the three primary colours</SPAN></SUP> 
Colours are used as attributes to graphicals, windows, <A class="" href="summary.html#class:style">styles</A> 
and
<A class="" href="summary.html#class:pixmap">pixmaps</A></DD>
<DT><A NAME="class:colour_map"><STRONG>colour_map</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Manipulate the colourmap. Colourmaps are normally left untouched, but 
using a 256 entries colour palette in MS-Windows they can be used to 
improve full-colour image rendering. See also <A class="sec" href="images.html">section 
10.10.1</A>.</DD>
<DT><A NAME="class:connect_gesture"><STRONG>connect_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:connect_gesture">connect_gesture</A> 
allows the user to connect two graphicals by dragging from the first to 
the second. This requires two graphicals with <A class="" href="summary.html#class:handle">handles</A>s 
attached, a <A class="" href="summary.html#class:link">link</A> that is 
compatible with the handles and a <A class="" href="summary.html#class:connect_gesture">connect_gesture</A> 
associated width the graphical at which the connection should start. The 
demo program PceDraw as well as the <font size=-1>XPCE</font> Dialog 
Editor described in <A class="sec" href="dialogeditor.html">chapter A</A> 
exploit connections and connect_gestures.</DD>
<DT><A NAME="class:connection"><STRONG>connection</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:connection">connection</A> is a 
line between two graphical objects that automatically updates on 
geometry, device and displayed-status changes to either of the connected 
graphicals. Both of the graphicals must have one or more <A class="" href="summary.html#class:handle">handles</A> 
associated with them. The connection can be attached to a specific 
handle, or to any handle of the proper
<A NAME="idx:handlegetkind:765"></A>`<B>handle<CODE>&lt;-</CODE>kind</B>'. 
In the latter case, the system will automatically choose the 
`best-looking' handle.</DD>
<DT><A NAME="class:constant"><STRONG>constant</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:constant">constant</A> is a 
unique handle. <font size=-1>XPCE</font> predefines the following 
constants: <A NAME="idx:nil:766"></A><B>@nil</B>, <A NAME="idx:default:767"></A><B>@default</B>, 
and from the subclass <A class="" href="summary.html#class:bool">bool</A>, <A NAME="idx:on:768"></A><B>@on</B> 
and <A NAME="idx:off:769"></A><B>@off</B>. The use can define additional 
constants and give them their own unique meaning. The most obvious usage 
is to indicate a slot that can hold arbitrary data including <A NAME="idx:nil:770"></A><B>@nil</B> 
and <A NAME="idx:default:771"></A><B>@default</B> is in a special state.

<PRE class="code">
?- new(@uninitialised,
       constant(uninitialised,
                'Not yet initialised slot')).
</PRE>

</DD>
<DT><A NAME="class:constraint"><STRONG>constraint</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A constraint is a relation between 2 objects that has to be maintained 
if either of the objects is changed. The <A NAME="idx:constraintgetrelation:772"></A>`<B>constraint<CODE>&lt;-</CODE>relation</B>' 
is a description of the relation maintained by the constrained. The 
system defines the relations <A class="" href="summary.html#class:identity">identity</A> 
(both objects have an attribute that has same value) and <A class="" href="summary.html#class:spatial">spatial</A> 
(general purpose geometry-relation between two (graphical) objects. It 
is possible to define new <A class="" href="summary.html#class:relation">relation</A> 
classes. Constraints are getting out of fashion as <font size=-1>XPCE</font> 
lacks a good mechanism to detect when an object has been changed and 
therefore evaluates the relation far too often. User-defined classes, 
possibly combined with <A class="" href="summary.html#class:hyper">hyper</A> 
objects form an attractive alternative. The following keeps a text 
centered in a box.

<PRE class="code">
...,
new(_, constraint(Box, Text, identity(center))),
...
</PRE>

</DD>
<DT><A NAME="class:create"><STRONG>create</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Function that creates an instance of a class. It is often required if a 
code fragment executed by an `iterator' method such as <A NAME="idx:chainsendforall:773"></A>`<B>chain<CODE>-&gt;</CODE>for_all</B>' 
has to create objects. The following code generates <A class="" href="summary.html#class:dict_item">dict_items</A> 
from all <A class="" href="summary.html#class:send_method">send_method</A>s 
of the specified class and displays them to a <A class="" href="summary.html#class:browser">browser</A>.

<PRE class="code">
send_methods_of_class(ClassName) :-
        new(B, browser(ClassName)),
        get(@pce, convert, ClassName, class, Class),
        get(Class, send_methods, SendMethods),
        send(SendMethods, for_all,
             message(B, append,
                     create(dict_item,
                            @arg1?name,
                            @default,
                            @arg1))),
        send(B, open).
</PRE>

</DD>
<DT><A NAME="class:cursor"><STRONG>cursor</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:cursor">cursor</A> defines the 
shape that indicates the position of the
<A NAME="idx:pointer:774">pointer</A> (also called <A NAME="idx:mouse:775">mouse</A>). 
The system provides a large set of predefined cursors from <A NAME="idx:X11:776">X11</A>. 
The Win32 version adds the standard Windows cursors to this set. Cursors 
can also be created from an <A class="" href="summary.html#class:image">image</A>. 
The demo program <STRONG>Cursors</STRONG> displays all defined cursors.

<P>Cursors can be associated with graphicals and windows using the <B><CODE>-&gt;</CODE>cursor</B> 
method. They are also associated to <A class="" href="summary.html#class:gesture">gestures</A>, 
where they define the cursor that is visible while the gesture is active 
(i.e. while the mouse-button that activated the gesture is down).

<P>Type-conversion converts names into cursor objects. Explicit creation 
of cursors is rarely used.

<PRE class="code">
...,
send(Box, cursor, gobbler),
...
</PRE>

</DD>
<DT><A NAME="class:date"><STRONG>date</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:date">date</A> objects represents 
a point in time. The underlying representation is the POSIX file 
time-stamp: seconds elapsed since 00.00, Jan 1-st, 1970. This limits the 
applicability of this class to time-stamps of computer resources 
(files), agenda systems and other domains that do not require a 
granularity below 1 second or have to represent time-stamps in far 
history or future. Class <A class="" href="summary.html#class:date">date</A> 
can parse various textual representations into date objects.

<PRE class="code">
?- send(@pce, format, 'It is now "%s"\n',
        new(date)?string).
It is now "Tue Jan 30 14:07:05 1996"
</PRE>

</DD>
<DT><A NAME="class:device"><STRONG>device</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A graphical <A class="" href="summary.html#class:device">device</A> is a <A NAME="idx:compoundgraphical:777">compound graphical</A>. 
It is the super-class of class <A class="" href="summary.html#class:window">window</A>. 
It is a sub-class of <A class="" href="summary.html#class:graphical">graphical</A>, 
which implies devices can be used to create a consist-of structure of 
graphical objects, giving structure to a diagram. Devices are commonly 
refined to establish <A NAME="idx:userdefinedgraphics:778">user-defined graphics</A>, 
see <A class="sec" href="ugraphics.html">section 10.12</A>. See also 
class <A class="" href="summary.html#class:figure">figure</A>.

<PRE class="code">
make_icon(Icon, Image, Label) :-
        new(Icon, device),
        send(Icon, display,
             new(BM, bitmap(Image))),
        send(Icon, display,
             new(T, text(Label, center))),
        send(T, y, BM?bottom_side),
        send(T, center_x, BM?center_x).
</PRE>

</DD>
<DT><A NAME="class:dialog"><STRONG>dialog</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:dialog">dialog</A> is a <A class="" href="summary.html#class:window">window</A> 
specialised for the layout and message handling required by <A class="" href="summary.html#class:dialog_item">dialog_items</A>, 
the super-class of the <font size=-1>XPCE</font> <A NAME="idx:controller:779">controller</A>s. 
In most cases, controller-windows are created by simply <B><CODE>-&gt;</CODE>append</B>ing 
a number of controllers to a dialog window. The <A class="" href="summary.html#class:frame">frame</A>- 
and <A class="" href="summary.html#class:dialog">dialog</A>-layout 
services take care of proper window sizes and layout of the controllers. 
Dialog windows are also involved in forwarding <B><CODE>-&gt;</CODE>report</B> 
messages (see <A class="sec" href="report.html">section 10.7</A>) and 
keyboard accelerators, handling the default button.

<PRE class="code">
:- pce_autoload(file_item, library(file_item)).

edit_file_dialog :-
        new(D, dialog('Edit File')),
        send(D, append,
             file_item(edit_file, '')),
        send(D, append,
             button(edit, message(@prolog, emacs, @arg1))),
        send(D, append,
             button(cancel, message(D, destroy))),
        send(D, open).
</PRE>

</DD>
<DT><A NAME="class:dialog_group"><STRONG>dialog_group</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:dialog_group">dialog_group</A> is 
a collection of <A class="" href="summary.html#class:dialog_item">dialog_items</A>. 
Dialog groups may be used to realise a (labeled) box around a group of 
controllers, or to combine multiple controllers into a compound one for 
technical or layout reasons. See also <A class="" href="summary.html#class:tab">tab</A>.</DD>
<DT><A NAME="class:dialog_item"><STRONG>dialog_item</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:dialog_item">dialog_item</A> 
is a super-class of all <font size=-1>XPCE</font> controllers. It 
contains the code necessary to negotiate geometry with its neighbours 
and enclosing <A class="" href="summary.html#class:dialog">dialog</A> 
window and provides default fonts for the label, etc. Class <A class="" href="summary.html#class:graphical">graphical</A> 
defines similar methods to allow integration of raw graphical objects 
into dialog windows easily, but
<A class="" href="summary.html#class:graphical">graphical</A> uses the 
more expensive object-level attributes for storing the necessary status. 
Open the class-hierarchy below class
<A class="" href="summary.html#class:dialog_item">dialog_item</A> to 
find all available <A NAME="idx:controllers:780">controllers</A>.</DD>
<DT><A NAME="class:dict"><STRONG>dict</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:dict">dict</A> is an abbreviation 
of <A NAME="idx:dictionary:781">dictionary</A>. Dicts map keywords to <A class="" href="summary.html#class:dict_item">dict_item</A> 
objects. Small dicts simply use a linear list (<A class="" href="summary.html#class:chain">chain</A>) 
of items. Large dicts will automatically built a
<A class="" href="summary.html#class:hash_table">hash_table</A> for 
quick lookup on the first request that profits from the availability of 
a table. A dict provides the storage for a
<A class="" href="summary.html#class:list_browser">list_browser</A>. See 
also class <A class="" href="summary.html#class:browser">browser</A>.</DD>
<DT><A NAME="class:dict_item"><STRONG>dict_item</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Item in a <A class="" href="summary.html#class:dict">dict</A>. The <EM>key</EM> 
is used for lookup. <EM>label</EM> is the text displayed by the <A class="" href="summary.html#class:browser">browser</A> 
(<A NAME="idx:default:782"></A><B>@default</B> uses the <EM>key</EM>).
<EM>Object</EM> is an arbitrary object that can be associated to the 
dict. If a dict presents a set of <font size=-1>XPCE</font> objects, it 
is common practice to extract the key and or label from the object and 
store the object itself in the
<A NAME="idx:dictitembothobject:783"></A>`<B>dict_item<CODE>&lt;-&gt;</CODE>object</B>' 
slot.

<P>A <A class="" href="summary.html#class:name">name</A> is translated 
to a dict_item using the name as <EM>key</EM>, default label and <A NAME="idx:nil:784"></A><B>@nil</B> 
object. <A NAME="idx:dictitembothstyle:785"></A>`<B>dict_item<CODE>&lt;-&gt;</CODE>style</B>' 
can be used to give an item special attributes (colour, font, etc.).</DD>
<DT><A NAME="class:directory"><STRONG>directory</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:directory">directory</A> 
represents an node (<A NAME="idx:folder:786">folder</A>) in the 
computer's file-system. Directories are most commonly used to enumerate 
the files and sub directories. Directory objects can also be used to 
create or delete directories from the file-system.

<PRE class="code">
?- get(directory(.), files, Files).
</PRE>

</DD>
<DT><A NAME="class:display"><STRONG>display</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:display">display</A> represents 
what X11 calls a <A NAME="idx:screen:787">screen</A>, a desktop on which 
windows can be displayed with a mouse and keyboard attached to it.
<font size=-1>XPCE</font> support multiple display instances under X11 
and only the predefined default display <A NAME="idx:display:788"></A><B>@display</B> 
under Win32. The display implements a number of global operations: 
getting the screen <B><CODE>&lt;-</CODE>size</B>, showing modal message 
boxes using <B><CODE>-&gt;</CODE>inform</B> and <B><CODE>-&gt;</CODE>confirm</B>, 
etc.

<PRE class="code">
?- get(@display. size, size(W, H)).
W = 1024, H = 786
</PRE>

</DD>
<DT><A NAME="class:display_manager"><STRONG>display_manager</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
The object <A NAME="idx:displaymanager:789"></A><B>@display_manager</B> 
is the only instance of this class. It represents the collection of 
available <A class="" href="summary.html#class:display">display</A> 
objects and provides access to the system-wide event-dispatching 
services. It is the root of the consist-of hierarchy of <A class="" href="summary.html#class:visual">visual</A> 
objects as displayed by the <STRONG>Visual Hierarchy</STRONG> tool.</DD>
<DT><A NAME="class:edit_text_gesture"><STRONG>edit_text_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Used internally to handle selection inside a <A class="" href="summary.html#class:text">text</A> 
object. See also the library <CODE>library(pce_editable_text)</CODE>.</DD>
<DT><A NAME="class:editor"><STRONG>editor</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:editor">editor</A> is a 
general-purpose text editor. It is a graphical. Class <A class="" href="summary.html#class:view">view</A> 
provides a window-based version of the editor. <font size=-1>XPCE</font>'s 
editors have commands and key-bindings that are based on
<A NAME="idx:GNUEmacs:790">GNU-Emacs</A>. Editors are fully 
programmable. The associated
<A class="" href="summary.html#class:key_binding">key_binding</A> object 
parses key-strokes into commands that are defined as methods on the 
editor.

<P>An editor is a compound object and a subclass of <A class="" href="summary.html#class:device">device</A>. 
The other components are a <A class="" href="summary.html#class:text_image">text_image</A> 
to form the actual display, a
<A class="" href="summary.html#class:text_buffer">text_buffer</A> to 
provide the storage for the text, elementary operations on the text and <A NAME="idx:undo:791">undo</A>, 
a <A class="" href="summary.html#class:text_cursor">text_cursor</A> to 
indicate the location of the caret, and optionally a <A class="" href="summary.html#class:text_margin">text_margin</A> 
to visualise the presence of <A NAME="idx:annotations:792">annotations</A>.

<P>A single <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
can be associated with multiple
<A class="" href="summary.html#class:editor">editor</A> objects, 
providing <A NAME="idx:sharedediting:793">shared editing</A>.

<P>Editors can handle sensitive regions, different fonts, colours and 
attributes using <A class="" href="summary.html#class:fragment">fragment</A> 
objects. All text windows in <font size=-1>XPCE</font>'s demo programs 
(PceEmacs, cards from the online help, application help, etc.) either 
use class view or class editor to display the text.</DD>
<DT><A NAME="class:elevation"><STRONG>elevation</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:elevation">elevation</A> object 
describes an elevated region on the screen. Elevations come in two 
flavours: as a shadow for monochrome displays and using light and dark 
edges on colour displays. The elevation object itself just contains the 
colour definitions. The actual painting is left to the graphical object 
the elevation is attached to.

<P>Most controllers handle elevations. The only general purpose 
graphical supporting an elevation is <A class="" href="summary.html#class:figure">figure</A>.</DD>
<DT><A NAME="class:ellipse"><STRONG>ellipse</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Elliptical shape. Class <A class="" href="summary.html#class:ellipse">ellipse</A> 
defines similar attributes as
<A class="" href="summary.html#class:box">box</A>: pen, texture, 
fill_pattern and shadow. See also
<A class="" href="summary.html#class:circle">circle</A>.</DD>
<DT><A NAME="class:error"><STRONG>error</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:error">error</A> object 
represents a runtime message. Whenever an error is trapped or a message 
needs to be displayed, the system will invoke
<A NAME="idx:objectsenderror:794"></A>`<B>object<CODE>-&gt;</CODE>error</B>: 
id, context ...' to the object that trapped the error. If this method is 
not redefined, the system will report the error using the <A NAME="idx:objectsendreport:795"></A>`<B>object<CODE>-&gt;</CODE>report</B>' 
mechanism described in <A class="sec" href="report.html">section 10.7</A>. 
Errors can be prevented from being reported using <A NAME="idx:pcecatcherror2:796"></A><A class="pred" href="errors.html#pce_catch_error/2">pce_catch_error/2</A>. 
The
<STRONG>Error Browser</STRONG> of the online manual shows all defined 
errors.

<P>The development system will report errors that are considered 
`programming errors' (undefined methods, type violations, invalid object 
references, etc.) to the terminal and start the tracer. See also
<A class="sec" href="debugging.html">section 12</A>.</DD>
<DT><A NAME="class:event"><STRONG>event</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:event">event</A> represents an 
action from the application user: pressing a key, moving the mouse, 
pressing a mouse-button, or entering or leaving an area with the mouse. 
The main loop of <font size=-1>XPCE</font> will read window-system 
events from the computing environment (X11 or Win32). If the event 
concerns a repaint or similar system event, it will be handled 
appropriately. If it can be expressed as an <font size=-1>XPCE</font> 
event, an
<A class="" href="summary.html#class:event">event</A> object will be 
created and send to the window for which the event was reported by the 
system using the method <A NAME="idx:eventsendpost:797"></A>`<B>event<CODE>-&gt;</CODE>post</B>'.

<P>Graphical objects and windows can redefine their event handling using 
two mechanisms: by redefining the <B><CODE>-&gt;</CODE>event</B> method 
or by associating a <A class="" href="summary.html#class:recogniser">recogniser</A> 
object using <A NAME="idx:graphicalsendrecogniser:798"></A>`<B>graphical<CODE>-&gt;</CODE>recogniser</B>'.

<P>Normally, <font size=-1>XPCE</font> will read and dispatch events 
when `there is nothing else to do'. For processing events during 
computation, see `graphical
<B><CODE>-&gt;</CODE>synchronise</B>' and <A NAME="idx:displaysenddispatch:799"></A>`<B>display<CODE>-&gt;</CODE>dispatch</B>'.</DD>
<DT><A NAME="class:event_node"><STRONG>event_node</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:event_node">event_node</A> is a 
node in the event `is_a' hierarchy. See the demo program <STRONG>Events</STRONG>. 
Event-types are normally tested using
<A NAME="idx:eventsendisa:800"></A>`<B>event<CODE>-&gt;</CODE>is_a</B>'.

<PRE class="code">
event(Dev, Ev:event) :-&gt;
        "Forward all keyboard events to the text"::
        (   send(Ev, is_a, keyboard)
        -&gt;  get(Dev, member, text, Text),
            send(Ev, post, Text)
        ;   send(Dev, send_super, event, Ev)
        ).
</PRE>

</DD>
<DT><A NAME="class:event_tree"><STRONG>event_tree</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Event `is_a' hierarchy. The only instance is <A NAME="idx:eventtree:801"></A><B>@event_tree</B>.</DD>
<DT><A NAME="class:figure"><STRONG>figure</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:figure">figure</A> is a 
refinement of a <A class="" href="summary.html#class:device">device</A>. 
It is a compound graphical, but in addition can define a background, 
surrounding box with margin, possibly rounded corners and <A class="" href="summary.html#class:elevation">elevation</A> 
and a
<A NAME="idx:clipping:802">clipping</A> region. Finally, figures may be 
used not only to display all member graphicals, but also to show `one 
of' the member graphicals only. See <A NAME="idx:figuresendstatus:803"></A>`<B>figure<CODE>-&gt;</CODE>status</B>'. 
An example of the usage of figures are the `object cards' of the <STRONG>Inspector</STRONG> 
tool.</DD>
<DT><A NAME="class:file"><STRONG>file</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <font size=-1>XPCE</font> <A class="" href="summary.html#class:file">file</A> 
object represents a file on the computers file-system. It can be used to 
specify a file, query a file for various attributes, read a file, etc. 
See also <A class="" href="summary.html#class:directory">directory</A>.

<PRE class="code">
?- get(file('summary.doc', size, Size).
Size = 30762
</PRE>

</DD>
<DT><A NAME="class:font"><STRONG>font</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:font">font</A> is a reusable 
object that describes the typeface of text.
<A class="sec" href="font.html">Section 10.9</A> documents the 
specification of physical and logical fonts.

<PRE class="code">
...,
send(Text, font, bold),
...
</PRE>

</DD>
<DT><A NAME="class:format"><STRONG>format</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:format">format</A> describes the <A NAME="idx:layoutofgraphicals:804">layout of graphicals</A> 
on a
<A class="" href="summary.html#class:device">device</A>. It can specify 
`<A NAME="idx:tabular:805">tabular</A>' and `<A NAME="idx:paragraph:806">paragraph</A>' 
style layout. A format itself just specifies the parameters, `device
<B><CODE>-&gt;</CODE>format</B>' actually realises the format.</DD>
<DT><A NAME="class:fragment"><STRONG>fragment</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:fragment">fragment</A> defines a 
region of text in a <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
using a start-position and a length. Fragments are automatically updated 
if the contents of the text_buffer changes. A fragment can be assigned a 
logical `category', called `style'. The <A class="" href="summary.html#class:editor">editor</A> 
visualising the text_buffer maps the style-names of fragments into
<A class="" href="summary.html#class:style">style</A> objects using <A NAME="idx:editorsendstyle:807"></A>`<B>editor<CODE>-&gt;</CODE>style</B>'.

<PRE class="code">
...,
send(Editor, style, title, style(font := huge)),
new(_, fragment(Editor, Start, Len, title)),
...
</PRE>

</DD>
<DT><A NAME="class:frame"><STRONG>frame</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:frame">frame</A> is a collection 
of <A class="" href="summary.html#class:tile">tile</A><EM>d</EM> 
windows. Frames handle the layout, resizing, etc. of its member windows. 
Any <font size=-1>XPCE</font> window is enclosed in a frame, though it 
is often not necessary to specify a frame explicitly. Applications are 
often implemented as subclasses of <A class="" href="summary.html#class:frame">frame</A>. <A class="sec" href="framelayout.html">Section 
10.6</A> describes the layout of windows inside a frame.

<PRE class="code">
...,
new(F, frame('My application')),
send(F, append, new(B, browser)),
send(new(P, picture), right, B),
...
send(F, open).
</PRE>

</DD>
<DT><A NAME="class:function"><STRONG>function</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:function">function</A> is a <A class="" href="summary.html#class:code">code</A> 
object that yields a value when executed. See <A class="sec" href="exeobjects.html">section 
10.2.2</A>.</DD>
<DT><A NAME="class:gesture"><STRONG>gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:gesture">gesture</A> is the 
super-class for the <A class="" href="summary.html#class:recogniser">recogniser</A> 
classes that deal with the sequence mouse-button-down ... dragging ... 
mouse-button-up. This super-class validates the various conditions, 
handles the cursor and focus and activates the <B><CODE>-&gt;</CODE>initiate</B>,
<B><CODE>-&gt;</CODE>drag</B> and <B><CODE>-&gt;</CODE>terminate</B> 
methods that are redefined in its subclasses. This class is often 
sub-classed.</DD>
<DT><A NAME="class:get_method"><STRONG>get_method</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Specification of get-behaviour that is associated with a class using
<A NAME="idx:classsendgetmethod:808"></A>`<B>class<CODE>-&gt;</CODE>get_method</B>' 
or with an individual object using `object
<B><CODE>-&gt;</CODE>get_method</B>'. Normally specified through the 
preprocessor layer defined in <A class="sec" href="udc.html">chapter 7</A>.</DD>
<DT><A NAME="class:graphical"><STRONG>graphical</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
The most generic graphical object. This class defines generic geometry 
management, display, update, event-handling, etc. This class can be 
sub-classed to defined specialised graphics. See <A class="sec" href="ugraphics.html">section 
10.12</A>.</DD>
<DT><A NAME="class:grbox"><STRONG>grbox</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Embed a graphical in a <A class="" href="summary.html#class:parbox">parbox</A>. 
Using <CODE>left</CODE> or
<CODE>right</CODE> alignment, <A class="" href="summary.html#class:grbox">grbox</A> 
can also be used to have text floating around graphical illustrations. 
See <A class="sec" href="docrender.html">section 11.10</A>.</DD>
<DT><A NAME="class:handle"><STRONG>handle</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:handle">handle</A> defines a 
typed and named position on a graphical used by connections to connect 
to. The positions are formulas expressed in the with and height of the 
graphical. The following definitions are encountered regularly:

<PRE class="code">
:- pce_global(@north_handle,
              new(handle(w/2, 0, link, north))).
:- pce_global(@south_handle,
              new(handle(w/2, h, link, south))).
:- pce_global(@east_handle,
              new(handle(0, h/2, link, east))).
:- pce_global(@west_handle,
              new(handle(w, h/2, link, west))).
</PRE>

</DD>
<DT><A NAME="class:handler"><STRONG>handler</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:handler">handler</A> is the most 
primitive <A class="" href="summary.html#class:recogniser">recogniser</A>, 
mapping an event-type to a message. Since the introduction of the more 
specialised
<A class="" href="summary.html#class:gesture">gesture</A> and <A class="" href="summary.html#class:key_binding">key_binding</A> 
as well as the possibility to refine the <A NAME="idx:graphicalsendevent:809"></A>`<B>graphical<CODE>-&gt;</CODE>event</B>' 
method, it is now rarely used.

<PRE class="code">
...,
send(Graphical, recogniser,
     handler(area_enter,
             message(Graphical, report,
                     'Hi, I''m %s',
                     Graphical?name))),
...
</PRE>

</DD>
<DT><A NAME="class:handler_group"><STRONG>handler_group</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:handler_group">handler_group</A> 
is a compound <A class="" href="summary.html#class:recogniser">recogniser</A> 
object. When asked to handle an event, it will try each of its members 
until one accepts the event, after which it will return success to its 
caller. The following defines a combined move- an resize-gesture. Note 
the order: resize gestures only activate close by the edges of the 
graphical, while move gestures do not have such a limitation.

<PRE class="code">
:- pce_global(@move_resize_gesture,
      new(handler_group(new(resize_gesture),
                        new(move_gesture)))).
</PRE>

</DD>
<DT><A NAME="class:hash_table"><STRONG>hash_table</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:hash_table">hash_table</A> is a 
fast association table between pairs of objects. For example, <A NAME="idx:classes:810"></A><B>@classes</B> 
is a hash_table mapping class-names into class objects. Names are often 
used as <EM>keys</EM>, but the implementation poses no limit on the type 
of the key.

<PRE class="code">
?- new(@ht, hash_table),
   send(@ht, append, gnu, image('gnu.img')).

?- get(@ht, member, gnu, Image).
</PRE>

</DD>
<DT><A NAME="class:hbox"><STRONG>hbox</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Superclass of <A class="" href="summary.html#class:tbox">tbox</A> and <A class="" href="summary.html#class:grbox">grbox</A> 
dealing with document-rendering. Instances of <A class="" href="summary.html#class:hbox">hbox</A> 
itself can be used to define `rubber'. See <A class="sec" href="docrender.html">section 
11.10</A> for details.</DD>
<DT><A NAME="class:host"><STRONG>host</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:host">host</A> represents the <A NAME="idx:hostlanguage:811">host-language</A>, 
Prolog for this manual. It predefines a single instance called <A NAME="idx:prolog:812"></A><B>@prolog</B>. 
Sending messages to <A NAME="idx:prolog:813"></A><B>@prolog</B> calls 
predicates. See also <A class="sec" href="pceprolog.html">section 6</A>.

<PRE class="code">
?- send(@prolog, write, hello).
hello
</PRE>

</DD>
<DT><A NAME="class:host_data"><STRONG>host_data</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Support class for passing data of the host-language natively around in
<font size=-1>XPCE</font>. The Prolog interface defines the subclass
<B>prolog_term</B> and the interface-type <B><CODE>prolog</CODE></B>. 
Details are discussed in the interface definition in <A class="sec" href="prologdata.html">section 
6.2</A>.</DD>
<DT><A NAME="class:hyper"><STRONG>hyper</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:hyper">hyper</A> is a <A NAME="idx:binaryrelation:814">binary relation</A> 
between two objects. The relation can be created, destroyed and 
inspected. It is automatically destroyed if either of the two connected 
objects is destroyed. The destruction can be trapped. Messages may be 
forwarded easily to all related objects. See also <A class="sec" href="hyper.html">section 
10.11</A>.</DD>
<DT><A NAME="class:identity"><STRONG>identity</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:identity">identity</A> is a <A class="" href="summary.html#class:relation">relation</A> 
that maintains the identify between an attribute on one object and an 
attribute on another object. Given a slider and a box, the following 
ensures the selection of the slider is the same as the width of the box, 
regardless of which of the two is changed. See also <A class="" href="summary.html#class:constraint">constraint</A>.

<PRE class="code">
new(_, constraint(Slider, Box,
                  identity(selection, width)))
</PRE>

</DD>
<DT><A NAME="class:if"><STRONG>if</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Code object implementing a <A NAME="idx:branch:815">branch</A>. All 
three arguments are statements. Both `then' and `else' are optional, and 
when omitted, simply succeed. Class <A class="" href="summary.html#class:if">if</A> 
is most commonly used in combination with the iteration methods such as <A NAME="idx:chainsendforall:816"></A>`<B>chain<CODE>-&gt;</CODE>for_all</B>':

<PRE class="code">
...,
send(Device?graphicals, for_all,
     if(message(@arg1, instance_of, device),
        ...)),
...
</PRE>

</DD>
<DT><A NAME="class:image"><STRONG>image</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
An <A class="" href="summary.html#class:image">image</A> is a 
two-dimensional array of pixels. Images come in two flavours: 
monochrome, where each pixel represents a boolean and colour, where each 
pixel represents a colour. <font size=-1>XPCE</font> can save and load 
both monochrome and colour images. Images are displayed on a graphical 
device using a <A class="" href="summary.html#class:bitmap">bitmap</A>. 
They are also used to specify
<A class="" href="summary.html#class:cursor">cursor</A> objects and the 
icon associated with a `frame'. See <A class="sec" href="images.html">section 
10.10</A>.</DD>
<DT><A NAME="class:int_item"><STRONG>int_item</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Subclass of <A class="" href="summary.html#class:text_item">text_item</A> 
for entering integer values. Has stepper buttons for incrementing and 
decrementing the value.</DD>
<DT><A NAME="class:joint"><STRONG>joint</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:joint">joint</A> is a 
super-class of the various line-types with a start- end end-point. It 
provides the code dealing with attached
<A class="" href="summary.html#class:arrow">arrow</A><EM>-heads</EM> at 
either end. As well as common code to reason about the start and end. 
See also <A class="" href="summary.html#class:line">line</A>, <A class="" href="summary.html#class:path">path</A>,
<A class="" href="summary.html#class:arc">arc</A> and <A class="" href="summary.html#class:connection">connection</A>.</DD>
<DT><A NAME="class:key_binding"><STRONG>key_binding</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:key_binding">key_binding</A> 
object parses events into messages or methods on the object for which it 
is handling events. Key-bindings are used by the classes <A class="" href="summary.html#class:text">text</A>, <A class="" href="summary.html#class:text_item">text_item</A>, <A class="" href="summary.html#class:editor">editor</A> 
and
<A class="" href="summary.html#class:list_browser">list_browser</A>. 
They can be used to defined
<A NAME="idx:keyboardaccelerators:817">keyboard-accelerators</A>, though <A NAME="idx:menuitembothaccelerator:818"></A>`<B>menu_item<CODE>&lt;-&gt;</CODE>accelerator</B>' 
is generally more suitable for this purpose.</DD>
<DT><A NAME="class:label"><STRONG>label</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:label">label</A> is a controller 
used to display read-only text or
<A class="" href="summary.html#class:image">image</A>. Labels can handle <B><CODE>-&gt;</CODE>report</B> 
messages. See <A class="sec" href="report.html">section 10.7</A>. The 
code below is the typical way to associate a label that will catch 
report messages for all windows of the <A class="" href="summary.html#class:frame">frame</A> 
in which the
<A class="" href="summary.html#class:dialog">dialog</A> is enclosed.

<PRE class="code">
...,
send(Dialog, append, label(reporter)),
...
</PRE>

</DD>
<DT><A NAME="class:label_box"><STRONG>label_box</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Subclass of <A class="" href="summary.html#class:dialog_group">dialog_group</A> 
for the definition of compound controllers with a properly aligned label 
at their left-hand side.</DD>
<DT><A NAME="class:layout_manager"><STRONG>layout_manager</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:layout_interface"><STRONG>layout_interface</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">

<P>A <A class="" href="summary.html#class:layout_manager">layout_manager</A> 
may be attached to a graphical <A class="" href="summary.html#class:device">device</A> 
(including a <A class="" href="summary.html#class:window">window</A>) to 
manage the layout of graphicals displayed on the device, as well as 
painting the background of the device. See <A class="" href="summary.html#class:table">table</A> 
for a typical example.</DD>
<DT><A NAME="class:lbox"><STRONG>lbox</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class of the document-rendering system to render a list environment, a 
sequence of labels and text. See <A class="sec" href="docrender.html">section 
11.10</A> for details.</DD>
<DT><A NAME="class:line"><STRONG>line</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:line">line</A> is a straight 
line-segment with optional arrows, thickness and texture. Class <A class="" href="summary.html#class:path">path</A> 
implements a `multi-line'.</DD>
<DT><A NAME="class:link"><STRONG>link</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:link">link</A> is a reusable 
specification for a <A class="" href="summary.html#class:connection">connection</A>. 
Links are used for defining connections and <A class="" href="summary.html#class:connect_gesture">connect_gesture</A> 
objects. A connection knows about the link used to instantiate it. The 
example defines the <A class="" href="summary.html#class:handle">handles</A>, <A class="" href="summary.html#class:link">link</A> 
and
<A class="" href="summary.html#class:connect_gesture">connect_gesture</A> 
and shapes that allows the user to create links with an error from `out' 
ports to `in' ports.

<PRE class="code">
:- pce_global(@in_handle,
              new(handle(0, h/2, in, in))).
:- pce_global(@out_handle,
              new(handle(w, h/2, out, out))).
:- pce_global(@inout_link,
              new(link(out, in,
                       line(arrows := second)))).
:- pce_global(@link_in_out_gesture,
              new(connect_gesture(left, '',
                                  @inout_link))).

make_shape(S) :-
        new(S, box(50,50)),
        send_list(S, handle,
                  [@in_handle, @out_handle]),
        send(S, recogniser, @link_in_out_gesture).
</PRE>

</DD>
<DT><A NAME="class:list_browser"><STRONG>list_browser</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:list_browser">list_browser</A> is 
a graphical version of a <A class="" href="summary.html#class:browser">browser</A>, 
the visualisation of a list of items (<A class="" href="summary.html#class:dict_item">dict_item</A>) 
stored in a
<A class="" href="summary.html#class:dict">dict</A>. The graphical 
version is sometimes displayed with other controllers on a <A class="" href="summary.html#class:dialog">dialog</A> 
window. The example created a
<A class="" href="summary.html#class:list_browser">list_browser</A> 
holding all current Prolog source files. Double-clicking a file will 
start <STRONG>PceEmacs</STRONG> on the file. Selecting a file and 
pressing <B>Consult</B> will (re)consult the file.

<PRE class="code">
show_source_files :-
        new(D, dialog('Prolog Source Files')),
        send(D, append, new(B, list_browser)),
        forall(source_file(X), send(B, append, X)),
        send(B, open_message,
             message(@prolog, emacs, @arg1?key)),
        send(D, append,
             button(consult,
                    message(@prolog, consult,
                            B?selection?key))),
        send(D, open).
</PRE>

</DD>
<DT><A NAME="class:menu"><STRONG>menu</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:menu">menu</A> realises 
various different styles of menus and is the super-class for <A class="" href="summary.html#class:popup">popup</A>. 
Basically, a menu presents multiple values, allows the user to choose 
one or more items (`menu
<B><CODE>-&gt;</CODE>multiple_selection</B>') and defines a `look'. The <A NAME="idx:menusendkind:819"></A>`<B>menu<CODE>-&gt;</CODE>kind</B>' 
set the various attributes to often-used combinations. The other 
`look-and-feel' attributes may be used to fine-tune the result 
afterwards.

<P>Menu-items can have a textual or <A class="" href="summary.html#class:image">image</A> 
label. Labels can be coloured and specify a different <A class="" href="summary.html#class:font">font</A>.

<PRE class="code">
...,
new(M, menu(gender, choice)),
send_list(M, append, [male, female]),
send(M, layout, horizontal),
...,
</PRE>

</DD>
<DT><A NAME="class:menu_bar"><STRONG>menu_bar</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A menu-bar is a row of pull-down menus. Many applications define a 
single menu-bar at the top of the frame presenting the various commands 
in the application.

<PRE class="code">
:- pce_begin_class(my_application, frame).

initialise(F) :-&gt;
        send(F, send_super, initialise,
             'My Application'),
        send(F, append, new(MBD, dialog)),
        new(V, view),
        send(new(B, browser, left, V)),
        send(B, below, MBD),
        send(MBD, append, new(MB, menu_bar)),
        send(MB, append, new(F, popup(file))),
        send(MB, append, new(E, popup(edit))),
        send_list(F, append,
                  [ menu_item(load,
                              message(F, load)),
                    ...
</PRE>

</DD>
<DT><A NAME="class:menu_item"><STRONG>menu_item</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Item of a <A class="" href="summary.html#class:menu">menu</A> or <A class="" href="summary.html#class:popup">popup</A>. 
For <A class="" href="summary.html#class:popup">popup</A> menus, the 
items are normally created explicitly as each item often defines a 
unique command. For <A class="" href="summary.html#class:menu">menus</A>, 
it is common practice to simply append the alternatives as <A class="" href="summary.html#class:menu_item">menu_item</A> 
will translate a
<A class="" href="summary.html#class:name">name</A> into a menu_item 
with this <B><CODE>&lt;-</CODE>value</B>, <B><CODE>&lt;-</CODE>message</B> <A NAME="idx:default:820"></A><B>@default</B> 
and a <B><CODE>&lt;-</CODE>label</B> created by `capitalising' the 
value.</DD>
<DT><A NAME="class:message"><STRONG>message</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:message">message</A> is a dormant 
`send-operation'. When executed using
<B><CODE>-&gt;</CODE>execute</B> or <B><CODE>-&gt;</CODE>forward</B>, a 
message is sent to the <EM>receiver</EM>. Message are the most popular <A class="" href="summary.html#class:code">code</A> 
objects. See <A class="sec" href="exeobjects.html">section 10.2</A> and 
many examples in this chapter.</DD>
<DT><A NAME="class:method"><STRONG>method</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:method">method</A> is the 
super-class of <A class="" href="summary.html#class:send_method">send_method</A> 
and
<A class="" href="summary.html#class:get_method">get_method</A>. 
Instances of this class itself are useless.</DD>
<DT><A NAME="class:modifier"><STRONG>modifier</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:modifier">modifier</A> is a 
reusable object that defines a condition on the status of the three 
`modifier keys' <A NAME="idx:shift:821">shift</A>, <A NAME="idx:control:822">control</A> 
and
<A NAME="idx:meta:823">meta</A>/<A NAME="idx:alt:824">alt</A>. Modifiers 
are used by class <A class="" href="summary.html#class:gesture">gesture</A> 
and its sub-classes. They are normally specified through their 
conversion method, which translates a <A class="" href="summary.html#class:name">name</A> 
consisting of the letters
<CODE>s</CODE>, <CODE>c</CODE> and <CODE>m</CODE> into a modifier that 
requires the shift, control and/or meta-key to be down an the other 
modifier keys to be up. The example specifies a `<A NAME="idx:shiftclick:825">shift-click</A>' 
gesture.

<PRE class="code">
...,
click_gesture(left, 's', single,
              message(...)),
...
</PRE>

</DD>
<DT><A NAME="class:move_gesture"><STRONG>move_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
If a <A class="" href="summary.html#class:move_gesture">move_gesture</A> 
is attached to a <A class="" href="summary.html#class:graphical">graphical</A>, 
the graphical can be moved by dragging it using the specified 
mouse-button. See also <A class="" href="summary.html#class:move_outline_gesture">move_outline_gesture</A>.

<PRE class="code">
...,
send(Box, gesture, new(move_gesture)),
...
</PRE>

</DD>
<DT><A NAME="class:move_outline_gesture"><STRONG>move_outline_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Similar to a <A class="" href="summary.html#class:move_gesture">move_gesture</A>, 
but while the gesture is active, it is not the graphical itself that is 
moved, but a dotted box indicating the outline of the graphical. If the 
button is released, the graphical is moved to the location of the 
outline. Should be used for complicated objects with many constraints or 
connections as a direct move_gesture would be too slow.</DD>
<DT><A NAME="class:name"><STRONG>name</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:name">name</A> is a unique 
textual constant, similar to an <A NAME="idx:atom:826">atom</A> in 
Prolog. Whenever an atom is handed to <font size=-1>XPCE</font>, the 
interface will automatically create a <A class="" href="summary.html#class:name">name</A> 
for it. There is no limit to the number of characters that can be stored 
in a name, but some Prolog implementations may limit the number of 
characters in an atom. On these platforms, it is 
implementation-dependent what will happen to long names that are handed 
to the Prolog interface.</DD>
<DT><A NAME="class:node"><STRONG>node</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <EM>node</EM> is a node in a <A class="" href="summary.html#class:tree">tree</A> 
of <A class="" href="summary.html#class:graphical">graphical</A> 
objects.

<PRE class="code">
...,
new(T, tree(new(Root, node(text(shapes))))),
send(Root, son, node(circle(50))),
send(Root, son, node(box(50, 50))),
...
</PRE>

</DD>
<DT><A NAME="class:not"><STRONG>not</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Code object that inverses the success/failure of its argument statement. 
Often used for code objects that represent conditions.

<PRE class="code">
primitives(Device, Primitives) :-
        get(Device?graphicals, find_all,
            not(message(@arg1, instance_of, device)),
            Primitives).
</PRE>

</DD>
<DT><A NAME="class:number"><STRONG>number</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:number">number</A> is the object 
version of an integer (<A NAME="idx:int:827">int</A>). If may be as a 
storage bin. To compute the widest graphical of a device:

<PRE class="code">
widest_graphical(Device, Width) :-
        new(N, number(0)),
        send(Device, for_all,
             message(N, maximum, @arg1?width)),
        get(N, value, Width),
        send(N, done).
</PRE>

</DD>
<DT><A NAME="class:object"><STRONG>object</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:object">object</A> is the 
root of <font size=-1>XPCE</font>'s class-inheritance hierarchy. It 
defines methods for general object-management, comparison, hypers, 
attributes, etc. It is possible to create instances of class
<A class="" href="summary.html#class:object">object</A>, but generally 
not very useful.</DD>
<DT><A NAME="class:operator"><STRONG>operator</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Part of <font size=-1>XPCE</font>'s object parser. Not (yet) available 
to the application programmer.</DD>
<DT><A NAME="class:or"><STRONG>or</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Disjunctive <A class="" href="summary.html#class:code">code</A> object. 
An or starts executing its argument statements left-to-right and 
terminates successfully as soon as one succeeds. The empty <A class="" href="summary.html#class:or">or</A> 
fails immediately.</DD>
<DT><A NAME="class:parbox"><STRONG>parbox</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class to render text with mixed fonts and colours together with 
graphics. Class <A class="" href="summary.html#class:parbox">parbox</A> 
is the heart of the document-rendering primitives described in <A class="sec" href="docrender.html">section 
11.10</A>.</DD>
<DT><A NAME="class:parser"><STRONG>parser</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Part of <font size=-1>XPCE</font>'s object parser. Not (yet) available 
to the application programmer.</DD>
<DT><A NAME="class:path"><STRONG>path</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:path">path</A> is a <A NAME="idx:multisegmentline:828">multi-segment line</A>. 
It comes in two flavours:
<TT>poly</TT> as a number of straight connected line-segments and
<TT>smooth</TT> as an <A NAME="idx:interpolated:829">interpolated</A> 
line through a number of `control-points'. Its line attributes can be 
defined and the interior can be filled. Paths are used both to define 
new graphicals, for example a <A NAME="idx:triangle:830">triangle</A>, 
or to defines <A NAME="idx:curves:831">curves</A>.

<PRE class="code">
draw_sine :-
        send(new(Pict, picture), open),
        send(Pict, display, new(P, path)),
        (   between(0, 360, X),
                Y is sin((X * 6.283185)/360) * 100,
                send(P, append, point(X, Y)),
            fail
        ;   true
        ).
</PRE>

</DD>
<DT><A NAME="class:pce"><STRONG>pce</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:pce">pce</A> defines a single 
instance called <A NAME="idx:pce:832"></A><B>@pce</B>. Actions that 
cannot sensibly be related to a particular object are often defined on 
class <A class="" href="summary.html#class:pce">pce</A>.

<PRE class="code">
?- get(@pce, user, User).
User = jan
</PRE>

</DD>
<DT><A NAME="class:pen"><STRONG>pen</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Reserved for future usage.</DD>
<DT><A NAME="class:picture"><STRONG>picture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:picture">picture</A> is a <A class="" href="summary.html#class:window">window</A> 
with scrollbars, normally used for application graphics. If a graphical 
window without scrollbars is required, <A class="" href="summary.html#class:window">window</A> 
should be considered.</DD>
<DT><A NAME="class:pixmap"><STRONG>pixmap</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:pixmap">pixmap</A> is a subclass 
of <A class="" href="summary.html#class:image">image</A> that is 
reserved for colour images. All functionality of this class is in class
<A class="" href="summary.html#class:image">image</A>. The main reason 
for its existence is that some graphical operations <EM>require</EM> a 
colour image and the introduction of a class for it is the only way to 
allow this to be specified using <font size=-1>XPCE</font>'s type 
system. The <B><CODE>-&gt;</CODE>initialise</B> method is specialised 
for handling colour images.</DD>
<DT><A NAME="class:point"><STRONG>point</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Position in a two-dimensional plane. Together with <A class="" href="summary.html#class:size">size</A> 
and
<A class="" href="summary.html#class:area">area</A> used to communicate 
with graphicals about geometry.

<PRE class="code">
...
get(Box, center, Point),
get(Point, mirror, Mirrored),
send(Box, center, Mirrored),
...
</PRE>

</DD>
<DT><A NAME="class:popup"><STRONG>popup</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:popup">popup</A> menu is a menu 
that is shown after pressing a button on the object the menu is attached 
to. Popups are used in two different contexts, as <A NAME="idx:pulldown:833">pulldown</A> 
menus attached to a <A class="" href="summary.html#class:menu_bar">menu_bar</A> 
and as popup-menus associated with windows or individual graphical 
objects.

<P>Popups are <B><CODE>-&gt;</CODE>append</B>ed to menu_bars. Various 
classes define the method
<B><CODE>-&gt;</CODE>popup</B> to associate popup menus. Finally, class <A class="" href="summary.html#class:popup_gesture">popup_gesture</A> 
provides a gesture that operates popup menus.

<P>A popup consists of <A class="" href="summary.html#class:menu_item">menu_items</A>, 
each of which normally defines a message to be executed if the 
corresponding item is activated. Pull-right sub-menus are realised by 
appending a popup to a popup.

<PRE class="code">
...,
new(P, popup(options)),
send(P, append,
     new(L, popup(layout, message(Tree, layout, @arg1)))),
send_list(L, append, [horizontal, vertical, list]),
send(P, append,
     menu_item(quit, message(Tree, destroy))),
...
</PRE>

</DD>
<DT><A NAME="class:popup_gesture"><STRONG>popup_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:popup_gesture">popup_gesture</A> 
parses events and activates a <A class="" href="summary.html#class:popup">popup</A> 
menu. Popup gestures are explicitly addressed by the application 
programmer to define compound gestures involving a popup:

<PRE class="code">
:- pce_global(@graph_node_gesture,
              make_graph_node_gesture).

make_graph_node_gesture(G) :-
        new(P, popup),
        send_list(P, append, [...]),
        new(G, handler_group(connect_gesture(...),
                             move_gesture(middle),
                             popup_gesture(P))).
</PRE>

</DD>
<DT><A NAME="class:process"><STRONG>process</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:process">process</A> encapsulates 
a stream- or terminal program to get its input from a graphical program 
and redirect its output to the same graphical program. Various of the <font size=-1>XPCE</font> 
tools and demo programs exploit processes: The <TT>M-x shell</TT>, <TT>M-x 
grep</TT> and other shell commands of <STRONG>PceEmacs</STRONG>, the <STRONG>ispell</STRONG> 
program and the <STRONG>chess</STRONG> front-end. See also <A class="" href="summary.html#class:socket">socket</A>.</DD>
<DT><A NAME="class:progn"><STRONG>progn</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Code object with semantics like the LISP progn function. A <A class="" href="summary.html#class:progn">progn</A> 
executes its statements. If all statements are successfully executed and 
the last argument is a <A class="" href="summary.html#class:function">function</A>, 
execute the function and return the result of it or, if the last 
argument is not a function, simply return it. Used infrequently in the <font size=-1>XPCE/P</font>rolog 
context.</DD>
<DT><A NAME="class:program_object"><STRONG>program_object</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
The super-class of almost the entire `meta-word' of XPCE: classes, 
behaviour, attributes, types, etc. Class <A class="" href="summary.html#class:program_object">program_object</A> 
defines the <font size=-1>XPCE</font> tracer. See <A NAME="idx:tracepce1:834"></A><A class="pred" href="sec-D.2.html#tracepce/1">tracepce/1</A> 
and <A NAME="idx:breakpce1:835"></A><SPAN class="pred-ext">breakpce/1</SPAN>.</DD>
<DT><A NAME="class:quote_function"><STRONG>quote_function</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Most of <font size=-1>XPCE</font> is defined to evaluate function 
objects at the appropriate time without the user having to worry about 
this. Sometimes however, type-checking or execution of a statement will 
enforce the execution of a function where this is not desired. In this 
case class
<A class="" href="summary.html#class:quote_function">quote_function</A> 
can help. As a direct sub-class of
<A class="" href="summary.html#class:object">object</A>, it will 
generally be passed unchanged, but type-conversion will translate 
extract the function itself if appropriate, while delegation allows the 
quote_function to be treated as a function.

<P>In the example, <EM>ChainOfChains</EM> is a chain holding chains as 
its elements. The task is to sort each of the member chains, using the
<A class="" href="summary.html#class:function">function</A> <TT>?(<A NAME="idx:arg1:836"></A><B>@arg1</B>, 
compare, <A NAME="idx:arg2:837"></A><B>@arg2</B>)</TT> for sorting. If 
not enclosed in a <A class="" href="summary.html#class:quote_function">quote_function</A>, 
the message will try to evaluate the function. Now it passes the 
quote_function unchanged. The <A NAME="idx:chainsendsort:838"></A>`<B>chain<CODE>-&gt;</CODE>sort</B>' 
method requires a <A class="" href="summary.html#class:code">code</A> 
argument and therefore the function will be extracted from the 
quote_function.

<PRE class="code">
...,
send(ChainOfChains, for_all,
     message(@arg1, sort,
         quote_function(?(@arg1, compare, @arg2)))),
...
</PRE>

</DD>
<DT><A NAME="class:real"><STRONG>real</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:real">real</A> is <font size=-1>XPCE</font>'s 
notion of a floating-point number. Reals are represented using a C 
single-precision `<A NAME="idx:float:839">float</A>'. Reals define the 
same operation as class <A class="" href="summary.html#class:number">number</A>, 
its integer equivalent.</DD>
<DT><A NAME="class:recogniser"><STRONG>recogniser</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:recogniser">recogniser</A> is 
the super-class of all event-parsing classes. The sub-tree <A class="" href="summary.html#class:gesture">gesture</A> 
handles mouse-button related events, <A class="" href="summary.html#class:key_binding">key_binding</A> 
handles typing and <A class="" href="summary.html#class:handler">handler</A> 
may be used for all events. The main purpose of this class itself is to 
provide a type for all its sub-classes.</DD>
<DT><A NAME="class:regex"><STRONG>regex</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:regex">regex</A> is <font size=-1>XPCE</font>'s 
encapsulation of the (GNU) <A NAME="idx:RegularExpression:840">Regular Expression</A> 
library. Regular expression form a powerful mechanism for the analysis 
of text. Class <A class="" href="summary.html#class:regex">regex</A> can 
be used to search both <A class="" href="summary.html#class:char_array">char_array</A> 
(<A class="" href="summary.html#class:name">name</A> and <A class="" href="summary.html#class:string">string</A>) 
text and text from a <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
as used by <A class="" href="summary.html#class:editor">editor</A>. It 
is possible to access the `registers' of the regular expression.

<PRE class="code">
?- new(S, string('Hello World')),
   new(R, regex('Hello\s +\(\w+\)')),
   send(R, match, S),
   get(R, register_value, S, 1, name, W).

W = 'World'
</PRE>

</DD>
<DT><A NAME="class:region"><STRONG>region</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:region">region</A> defines a 
sub-region of a graphical. They are used to restrict <A class="" href="summary.html#class:handler">handler</A> 
objects to a sub-area of a graphical. Backward compatibility only.</DD>
<DT><A NAME="class:relation"><STRONG>relation</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:relation">relation</A> is the 
super-class of <A class="" href="summary.html#class:identity">identity</A> 
and
<A class="" href="summary.html#class:spatial">spatial</A>. Relations 
form the reusable part of
<A class="" href="summary.html#class:constraint">constraints</A>. Class <A class="" href="summary.html#class:relation">relation</A> 
may be sub-classed to define new relation-types.</DD>
<DT><A NAME="class:resize_gesture"><STRONG>resize_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:resize_gesture">resize_gesture</A> 
handles mouse-drag events to resize a graphical object on the corners or 
edges. See also <A class="" href="summary.html#class:move_gesture">move_gesture</A> 
and
<A class="" href="summary.html#class:resize_outline_gesture">resize_outline_gesture</A>.

<PRE class="code">
...,
send(Box, recogniser, new(resize_gesture)),
...
</PRE>

</DD>
<DT><A NAME="class:resize_outline_gesture"><STRONG>resize_outline_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Outline version of the <A class="" href="summary.html#class:resize_gesture">resize_gesture</A>, 
often used to resize objects that are expensive to resize, such as <A class="" href="summary.html#class:editor">editor</A> 
or
<A class="" href="summary.html#class:list_browser">list_browser</A>.</DD>
<DT><A NAME="class:resize_table_slice_gesture"><STRONG>resize_table_slice_gesture</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Gesture that can be used together with class <A class="" href="summary.html#class:table">table</A> 
to allow the user dragging the boundaries between columns and rows in a 
table. See also <A class="sec" href="tabular.html">section 11.5</A>.</DD>
<DT><A NAME="class:resource"><STRONG>resource</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">

<P>A <A class="" href="summary.html#class:resource">resource</A> is data 
associated with the application. It is most commonly used to get access 
to image-data. Example:

<PRE class="code">
resource(splash, image, image('splash.gif')).

show_splash_screen :-
        new(W, window),
        send(W, kind, popup),           % don't show border
        new(I, image(resource(splash))),
        get(I, size, size(W, H)),
        send(W, size, size(W, H)),
        send(W, display, bitmap(I)),
        send(W, open_centered),
        send(timer(2), delay),
        send(W, destroy).
        
</PRE>

</DD>
<DT><A NAME="class:rubber"><STRONG>rubber</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Defines how elastic objects in the document-rendering system such as
<A class="" href="summary.html#class:hbox">hbox</A> and its subclasses 
are. Used by <A class="" href="summary.html#class:parbox">parbox</A> to 
realise layout. See <A class="sec" href="docrender.html">section 11.10</A> 
for a full description of the rendering primitives.</DD>
<DT><A NAME="class:scroll_bar"><STRONG>scroll_bar</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:scroll_bar">scroll_bar</A> is 
used to indicate and control the visible part of a large object viewed 
through a window. Though possible, scroll_bars are rarely used outside 
the context of the predefined scrollbars associated with <A class="" href="summary.html#class:list_browser">list_browser</A>, <A class="" href="summary.html#class:editor">editor</A> 
and <A class="" href="summary.html#class:window">window</A>.

<PRE class="code">
...,
send(Window, scrollbars, vertical),
...
</PRE>

</DD>
<DT><A NAME="class:send_method"><STRONG>send_method</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:send_method">send_method</A> maps 
the name of a method <EM>selector</EM> onto an implementation and 
defines various attributes of the method, such as the required 
arguments, the source-location, etc. Send-methods are normally specified 
through user-defined classes preprocessor as described in <A class="sec" href="udc.html">chapter 
7</A>.</DD>
<DT><A NAME="class:sheet"><STRONG>sheet</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:sheet">sheet</A> is a dynamic set 
of attribute/value pairs. The introduction of object-level attributes 
implemented by `object
<B><CODE>&lt;-&gt;</CODE>attribute</B>' and user-defined classes have 
made sheets obsolete.</DD>
<DT><A NAME="class:size"><STRONG>size</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Combination of <B><CODE>&lt;-</CODE>width</B> and <B><CODE>&lt;-</CODE>height</B> 
used to communicate with graphical objects about dimension. See also <A class="" href="summary.html#class:point">point</A> 
and <A class="" href="summary.html#class:area">area</A>.</DD>
<DT><A NAME="class:slider"><STRONG>slider</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Controller for a numeric value inside a range that does not require 
exact values. Specifying volume or speed are good examples of the use of 
sliders. They can also be used to realise a <A NAME="idx:percentdone:841">percent-done</A> 
gauge.

<PRE class="code">
...,
new(Done, slider(done, 0, 100, 0)),
send(Done, show_label, @off),
send(Done, show_value, @off),
...
send(Done, selection, N),
send(Done, synchronise),
...
</PRE>

</DD>
<DT><A NAME="class:socket"><STRONG>socket</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Communication end-point for a <A NAME="idx:TCPIP:842">TCP/IP</A> or 
Unix-domain interprocess communication stream. <font size=-1>XPCE</font> 
supports both `server' and `client' sockets. On the Win32 platform, only 
TCP/IP sockets are provided and only Windows-NT supports server sockets. 
The <CODE>library(pce_server)</CODE> provides a good starting point for 
defining server sockets. The support executable <TT><A NAME="idx:xpceclient:843">xpce-client</A></TT> 
may be used to communicate with <font size=-1>XPCE</font> server 
sockets. See also PceEmacs server mode as defined in <CODE>library('emacs/server')</CODE>.</DD>
<DT><A NAME="class:source_location"><STRONG>source_location</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Specifies the location in a source file. Used by <A class="" href="summary.html#class:method">method</A> 
objects to register the location they are defined.</DD>
<DT><A NAME="class:source_sink"><STRONG>source_sink</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Abstract super-class of <A class="" href="summary.html#class:file">file</A>, <A class="" href="summary.html#class:resource">resource</A> 
and
<A class="" href="summary.html#class:text_buffer">text_buffer</A> for 
type-checking purposes. All <A class="" href="summary.html#class:source_sink">source_sink</A> 
objects may be used for storing and retrieving image-data. Notably a <A class="" href="summary.html#class:resource">resource</A> 
can be used for creating images (see
<A class="sec" href="resources.html">section 9</A> and <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
can be used to communicate images over network connections (see <A class="sec" href="httpd.html">section 
11.9</A>).</DD>
<DT><A NAME="class:spatial"><STRONG>spatial</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:spatial">spatial</A> defines a 
geometry <A class="" href="summary.html#class:relation">relation</A> 
between two objects. The first two equations express the <EM>reference</EM> 
point of the 1st graphical in terms of its x, y, w and h. The second 
pair does the same for the second graphical, while the remaining two 
equations relate the mutual widths and heights. The example defines the 
second graphical to be 10 pixels wider and higher than the first, to 
share the same lower edge and be centered horizontally.

<PRE class="code">
new(_, constraint(Gr1, Gr2,
                  spatial(xref=x+w/2, yref=y+h,
                          xref=x+w/w, yref=y+h,
                          w2=w+2, h2=h+2)))
</PRE>

</DD>
<DT><A NAME="class:stream"><STRONG>stream</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:stream">stream</A> is the 
super-class of <A class="" href="summary.html#class:socket">socket</A> 
and
<A class="" href="summary.html#class:process">process</A>, defining the 
stream-communication. It handles both synchronous and asynchronous input 
from the socket or process. It is not possible to created instances of 
this class.</DD>
<DT><A NAME="class:string"><STRONG>string</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:string">string</A> represents a 
string of characters that may be modified. This class defines a large 
number of methods to analyse the text that are inherited from <A class="" href="summary.html#class:char_array">char_array</A> 
and a large number of methods to manipulate the text. Class <A class="" href="summary.html#class:regex">regex</A> 
can analyse and modify string objects. There is no limit to the number 
of characters in a string. Storage is (re)allocated dynamically and 
always is `just enough' to hold the text. For large texts that need many 
manipulations, consider the usage of <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
that implement more efficient manipulation.

<P>Strings are commonly used to hold descriptions, text entered by the 
user, etc.</DD>
<DT><A NAME="class:style"><STRONG>style</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:style">style</A> defines 
attributes for a text <A class="" href="summary.html#class:fragment">fragment</A> 
as handled by a <A class="" href="summary.html#class:editor">editor</A>/classtext_buffer 
or a <A class="" href="summary.html#class:dict_item">dict_item</A> as 
handled by a <A class="" href="summary.html#class:list_browser">list_browser</A>/<A class="" href="summary.html#class:dict">dict</A>. 
It defines the font, fore- and background colours as well as 
underlining, etc. The example defines a browser that displays files 
using normal and directories using bold font.

<PRE class="code">
make_browser(B) :-
        new(B, browser),
        send(B, style, file, style(font := normal)),
        send(B, style, directory, style(font := bold)),
        send(B, open).

append_file(B, Name) :-
        send(B, append,
             dict_item(Name, style := file)).
append_dir(B, Name) :-
        send(B, append,
             dict_item(Name, style := directory)).
</PRE>

</DD>
<DT><A NAME="class:syntax_table"><STRONG>syntax_table</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Syntax tables are used by class <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
to describe the syntax of the text. They describe the various 
syntactical categories of characters (word-characters, 
digit-characters), the syntax for quoted text, for comments as well as a 
definition for the end of a sentence and paragraph. Syntax tables are 
introduced to support the implementation of <A NAME="idx:modes:844">modes</A> 
in PceEmacs. See also the
<A NAME="idx:emacsbeginmode5:845"></A><SPAN class="pred-ext">emacs_begin_mode/5</SPAN> 
directive as defined in <CODE>library(emacs_extend)</CODE>.</DD>
<DT><A NAME="class:tab"><STRONG>tab</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:tab">tab</A> is a subclass of <A class="" href="summary.html#class:dialog_group">dialog_group</A>, 
rendering as a collection of <A class="" href="summary.html#class:dialog_item">dialog_items</A> 
with a `tag' associated. Tabs are normally displayed on a <A class="" href="summary.html#class:tab_stack">tab_stack</A>, 
which in turn is displayed on a <A class="" href="summary.html#class:dialog">dialog</A>. 
Skeleton:

<PRE class="code">
        new(D, dialog(settings)),
        send(D, append, new(TS, tab_stack)),
        send(TS, append, new(G, tab(global))),
        send(TS, append, new(U, tab(user))),
        ...,
        &lt;fill G and U&gt;
        ...,
        send(D, append, button(ok)),
        send(D, append, button(cancel)).
</PRE>

</DD>
<DT><A NAME="class:tab_stack"><STRONG>tab_stack</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Defines a stack of tagged sub-dialogs (<A class="" href="summary.html#class:tab">tab</A> 
objects) that can be displayed on a <A class="" href="summary.html#class:dialog">dialog</A>. 
See <A class="" href="summary.html#class:tab">tab</A> for an example.</DD>
<DT><A NAME="class:table"><STRONG>table</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:table">table</A> defines a 
two-dimensional tabular layout of graphical objects on a graphical <A class="" href="summary.html#class:device">device</A>. 
The functionality of <font size=-1>XPCE</font> tables is modelled after 
HTML-3. Example:

<PRE class="code">
simple_table :-
        new(P, picture),
        send(P, layout_manager, new(T, table)),
        send(T, border, 1),
        send(T, frame, box),
        send(T, append, text('row1/col1')),
        send(T, append, text('row1/col2')),
        send(T, next_row),
        send(T, append,
             new(C, table_cell(text(spanned, font := bold)))),
        send(C, col_span, 2),
        send(C, halign, center),
        send(P, open).
</PRE>

</DD>
<DT><A NAME="class:table_cell"><STRONG>table_cell</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">

<P>Provides the <A class="" href="summary.html#class:layout_interface">layout_interface</A> 
to a <A class="" href="summary.html#class:table">table</A>. Table cells 
are automatically created if a graphical is appended to a <A class="" href="summary.html#class:table">table</A>. 
Explicit creation can be used to manipulate spanning, background and 
other parameters of the cell.</DD>
<DT><A NAME="class:table_column"><STRONG>table_column</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:table_row"><STRONG>table_row</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
</DD>
<DT><A NAME="class:table_slice"><STRONG>table_slice</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">

<P>These classes are used for storing row- and column information in
<A class="" href="summary.html#class:table">table</A> objects. They are 
normally created implicitly by the table. References to these objects 
can be used to change attributes or delete rows or columns from the 
table. Example:

<PRE class="code">
        ...,
        get(Table, column, 2, @on, Column),
        send(Column, halign, center),
        ...
</PRE>

</DD>
<DT><A NAME="class:tbox"><STRONG>tbox</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Add text using a defined <A class="" href="summary.html#class:style">style</A> 
to a <A class="" href="summary.html#class:parbox">parbox</A>. Part of 
the document-rendering infra-structure. See <A class="sec" href="docrender.html">section 
11.10</A>.</DD>
<DT><A NAME="class:relation_table"><STRONG>relation_table</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:relation_table">relation_table</A> 
defines a multi-column table data object that can have one or more 
indexed <EM>key</EM> fields. They are (infrequently) used for storing 
complex relational data as <font size=-1>XPCE</font> objects.</DD>
<DT><A NAME="class:text"><STRONG>text</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Graphical representing a string in a specified font. Class text defines 
various multi-line and wrapping/scrolling options. It also implements 
methods for editing. Class <B>editable_text</B> as defined in <CODE>library(pce_editable_text)</CODE> 
exploits these methods to arrive at a flexible editable text object.</DD>
<DT><A NAME="class:text_buffer"><STRONG>text_buffer</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
provides the storage for an <A class="" href="summary.html#class:editor">editor</A>. 
Multiple editors may be attached to the same <A class="" href="summary.html#class:text_buffer">text_buffer</A>, 
realising shared editing on the same text. A text_buffer has an 
associated <A class="" href="summary.html#class:syntax_table">syntax_table</A> 
that describes the character categories and other properties of the text 
contained. It can have <A class="" href="summary.html#class:fragment">fragment</A> 
objects associated that describe the properties of regions in the text.

<P>See class <A class="" href="summary.html#class:editor">editor</A> for 
an overview of the other objects involved in editing text.</DD>
<DT><A NAME="class:text_cursor"><STRONG>text_cursor</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Cursor as displayed by an <A class="" href="summary.html#class:editor">editor</A>. 
Not intended for public usage. The example hides the caret from an 
editor.

<PRE class="code">
...,
send(Editor?text_cursor, displayed, @off),
...
</PRE>

</DD>
<DT><A NAME="class:text_image"><STRONG>text_image</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:text_image">text_image</A> object 
is used by the classes <A class="" href="summary.html#class:editor">editor</A> 
and
<A class="" href="summary.html#class:list_browser">list_browser</A> to 
actually display the text. It defines the <A NAME="idx:tabstops:846">tab-stops</A> 
and <A NAME="idx:linewrapping:847">line-wrapping</A> properties. It also 
provides methods to translate coordinates into character indices and 
vise-versa. The user sometimes associates <A class="" href="summary.html#class:recogniser">recogniser</A> 
objects with the <A class="" href="summary.html#class:text_image">text_image</A> 
to redefine event-processing.</DD>
<DT><A NAME="class:text_item"><STRONG>text_item</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:text_item">text_item</A> is a 
controller for entering one-line textual values. Text items (<A NAME="idx:textentryfield:848">text-entry-field</A>) 
can have an associated
<A class="" href="summary.html#class:type">type</A> and/or <EM>value-set</EM>. 
If a value-set is present or can be extracted from the type using <A NAME="idx:typegetvalueset:849"></A>`<B>type<CODE>&lt;-</CODE>value_set</B>', 
the item will perform <A NAME="idx:completion:850">completion</A>, which 
is by default bound to the space-bar. If a type is specified, the typed 
value will be converted to the type and an error will be raised if this 
fails. The following text-item is suitable for entering integers:

<PRE class="code">
...,
new(T, text_item(height, 0)),
send(T, type, int),
send(T, length, 8),
...
</PRE>

</DD>
<DT><A NAME="class:text_margin"><STRONG>text_margin</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:text_margin">text_margin</A> can 
be associated with an <A class="" href="summary.html#class:editor">editor</A> 
using
<A NAME="idx:editorsendmarginwidth:851"></A>`<B>editor<CODE>-&gt;</CODE>margin_width</B>' <VAR>&gt;</VAR> 
0. If the <A class="" href="summary.html#class:text_buffer">text_buffer</A> 
defines fragments, and the <A class="" href="summary.html#class:style">style</A> 
objects define <A NAME="idx:stylegeticon:852"></A>`<B>style<CODE>&lt;-</CODE>icon</B>', 
the margin will show an icon near the start of the fragment. After the 
introduction of multiple fonts, attributes and colour this mechanism has 
become obsolete.</DD>
<DT><A NAME="class:tile"><STRONG>tile</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Tiles are used to realise the `tile-layout' of windows in a
<A class="" href="summary.html#class:frame">frame</A>. <A class="sec" href="framelayout.html">Section 
10.6</A> explains this in detail. Tiles can also be used to realise 
tabular layout of other re-sizable graphical objects.</DD>
<DT><A NAME="class:tile_adjuster"><STRONG>tile_adjuster</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Small window displayed on top of a <A class="" href="summary.html#class:frame">frame</A> 
at the right/bottom of a user-adjustable window. Dragging this window 
allows the user the adjust the subwindow layout.</DD>
<DT><A NAME="class:timer"><STRONG>timer</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Timers are used to initiate messages at regular intervals, schedule a 
single message in the future or delay execution for a specified time. 
The example realises a <A NAME="idx:blinking:853">blinking</A> 
graphical. Note that prior to destruction of the graphical, the timer 
must be destroyed to avoid it sending messages to a non-existing object.

<PRE class="code">
...,
new(T, timer(0.5, message(Gr, inverted,
                          Gr?inverted?negate))),
...
</PRE>

</DD>
<DT><A NAME="class:tokeniser"><STRONG>tokeniser</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:tokeniser">tokeniser</A> returns 
tokens from the input source according to the syntax specified. It is 
part of the <font size=-1>XPCE</font> object parser and its 
specification is not (yet) public.</DD>
<DT><A NAME="class:tree"><STRONG>tree</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Trees realise hierarchical layout for <A class="" href="summary.html#class:graphical">graphical</A> 
objects. Class
<A class="" href="summary.html#class:tree">tree</A> itself is a subclass 
of <A class="" href="summary.html#class:figure">figure</A>. The 
hierarchy is built from <A class="" href="summary.html#class:node">node</A> 
objects, each of which encapsulates a graphical. Trees trap changes to 
the geometry of the displayed graphicals and will automatically update 
the layout. For an example, see <A class="" href="summary.html#class:node">node</A>.</DD>
<DT><A NAME="class:tuple"><STRONG>tuple</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Anonymous tuple of two objects. Commonly used by get-methods that have 
to return two values.</DD>
<DT><A NAME="class:type"><STRONG>type</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:type">type</A> defines, 
implicitly or explicitly, a set of object that satisfy the type, as well 
as optional conversion rules to translate certain other object to an 
object that satisfies the type. The basic set consists of a type for 
each class, defining the set of all instances of the class or any of its 
sub-classes, a few `primitive' types (int, char and event_id are 
examples). Disjunctive types can be created. See also
<A class="sec" href="sec-3.2.html">section 3.2.1</A> and <A class="sec" href="sec-7.5.html">section 
7.5.1</A>.

<PRE class="code">
?- get(type(int), check, '42', X). X = 42
</PRE>

</DD>
<DT><A NAME="class:var"><STRONG>var</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:var">var</A> object is a <A class="" href="summary.html#class:function">function</A> 
that yields the stored value when evaluated. Vars in <font size=-1>XPCE</font> 
have global existence (like any object), but local, dynamically scoped, 
binding. Scopes are started/ended with the execution of (user-defined) 
methods, <A NAME="idx:codesendforward:854"></A>`<B>code<CODE>-&gt;</CODE>forward</B>' 
and the execution of a <A class="" href="summary.html#class:block">block</A>.

<P>The system predefines a number of <A class="" href="summary.html#class:var">var</A> 
objects providing context for messages, methods, etc: <A NAME="idx:arg1:855"></A><B>@arg1</B>, 
... <A NAME="idx:arg10:856"></A><B>@arg10</B> for argument forwarding,
<A NAME="idx:event:857"></A><B>@event</B> for the current event, <A NAME="idx:receiver:858"></A><B>@receiver</B> 
for the receiver of an event or message and <A NAME="idx:class:859"></A><B>@class</B> 
for the class under construction are the most popular ones. Class <A class="" href="summary.html#class:block">block</A> 
and <A class="" href="summary.html#class:and">and</A> give examples of 
using these objects.</DD>
<DT><A NAME="class:variable"><STRONG>variable</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:variable">variable</A> is a 
class' instance-variable. They are, like
<A class="" href="summary.html#class:send_method">send_method</A> and <A class="" href="summary.html#class:get_method">get_method</A>, 
normally defined through the user-defined classes preprocessor described 
in <A class="sec" href="udc.html">chapter 7</A>.</DD>
<DT><A NAME="class:vector"><STRONG>vector</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Vector of arbitrary objects. Vectors can be dynamically expanded by 
adding objects at arbitrary indices. Vectors are used at various places 
of <font size=-1>XPCE</font>'s programming world: specifying the types 
of methods, the instance variables of a class, to pack the arguments for 
variable-argument methods, etc. They share a lot of behaviour with
<A class="" href="summary.html#class:chain">chain</A> can sometimes be 
an attractive alternative.</DD>
<DT><A NAME="class:view"><STRONG>view</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:view">view</A> is a <A class="" href="summary.html#class:window">window</A> 
displaying an <A class="" href="summary.html#class:editor">editor</A>. 
View itself implements a reasonable powerful set of built-in commands 
conforming the GNU-Emacs key-bindings. See also <STRONG>PceEmacs</STRONG> 
and
<A NAME="idx:showkeybindings1:860"></A><SPAN class="pred-ext">show_key_bindings/1</SPAN>.</DD>
<DT><A NAME="class:visual"><STRONG>visual</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Visual is the super-class of anything in <font size=-1>XPCE</font> that 
can `visualise' things. The class itself defines no storage. Each 
subclass must implement the <A NAME="idx:visualgetcontains:861"></A>`<B>visual<CODE>&lt;-</CODE>contains</B>' 
and <A NAME="idx:visualgetcontainedin:862"></A>`<B>visual<CODE>&lt;-</CODE>contained_in</B>' 
methods that define the visual consists-of hierarchy as shown by the
<STRONG>Visual Hierarchy</STRONG>. Class visual itself plays a role in 
the
<B><CODE>-&gt;</CODE>report</B> mechanism as described in <A class="sec" href="report.html">section 
10.7</A> and defines
<A NAME="idx:visualsenddestroy:863"></A>`<B>visual<CODE>-&gt;</CODE>destroy</B>' 
to ensure destruction of a sub-tree of the visual consists-of hierarchy.</DD>
<DT><A NAME="class:when"><STRONG>when</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Class <A class="" href="summary.html#class:when">when</A> realises a 
function version of <A class="" href="summary.html#class:if">if</A>. It 
evaluates the <EM>condition</EM> and then returns the return-value of 
either of the two functions. It is commonly used to define conditional 
class-variable values.

<PRE class="code">
editor.selection_style: \
        when(@colour_display, \
             style(background := yellow), \
             style(highlight := @on))
</PRE>

</DD>
<DT><A NAME="class:while"><STRONG>while</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
Code statement executing <EM>body</EM> as long as <EM>condition</EM> 
executes successfully. Not used frequently. Most iteration in <font size=-1>XPCE</font> 
uses the
<B><CODE>-&gt;</CODE>for_all</B>, <B><CODE>-&gt;</CODE>for_some</B>, <B><CODE>&lt;-</CODE>find</B> 
and <B><CODE>&lt;-</CODE>find_all</B> methods defines on most collection 
classes.</DD>
<DT><A NAME="class:window"><STRONG>window</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
The most generic <font size=-1>XPCE</font> window class. A <A class="" href="summary.html#class:window">window</A> 
is a sub-class of
<A class="" href="summary.html#class:device">device</A> and thus capable 
of displaying graphical objects. One or more windows are normally 
combined in a <A class="" href="summary.html#class:frame">frame</A> as 
described in <A class="sec" href="framelayout.html">section 10.6</A>. 
The four main specialisations of window are <A class="" href="summary.html#class:dialog">dialog</A> 
for windows holding controllers, <A class="" href="summary.html#class:view">view</A> 
for windows holding text, <A class="" href="summary.html#class:browser">browser</A> 
for windows displaying a list of items and finally, <A class="" href="summary.html#class:picture">picture</A> 
for displaying graphics.

<P>Class <A class="" href="summary.html#class:window">window</A> can be 
used as a graphics window if no scrollbars are needed.</DD>
<DT><A NAME="class:window_decorator"><STRONG>window_decorator</STRONG>(<VAR></VAR>)</A></DT>
<DD class="defbody">
A <A class="" href="summary.html#class:window_decorator">window_decorator</A> 
is a window that displays another window and its `decorations': 
scrollbars and label. A <A class="" href="summary.html#class:picture">picture</A> 
for example is actually a window displayed on a window-decorator 
displaying the scrollbars. Almost never used directly by the application 
programmer.
</DD>
</DL>

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