Objects and Classes
An object is a mixture of code and data that you control as a unit. An object can be a piece of a program, like a control or a window.
When you make a program in ViviFire, you constantly use objects. You can use objects supplied by ViviFire, such as controls and data access objects. You can use objects supplied by other programmers. Also, you can make objects for your program only.
You can think of objects as building blocks for programs. They let you write a piece of code one time and use it again and again.
Objects and classes
To create an object from a class
New SomeClass #my_object
You access a named member of a class by specifying the following, in order: the handle to the object, a period or "dot" (.), and the name of the member.
#my_object.SomeMember = some_value
You use property procedures when:
- The property has a strictly defined set of values that must be validated.
- The value of the property can only change under certain conditions.
- Setting the value causes a perceptible change, such as a visibility setting.
- Setting the property causes other properties to change.
For more information, see Property Procedures.
Instance members and shared members
To access a nonshared member of an object
To access a shared member of a class
Differences between classes and library modules
Relationships among objects