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Tag: Object-Oriented

Design Patterns in Xojo: Observer, Part II

In previous blog entries we saw how easy it is to implement the Design Pattern Singleton and how we can find the Observer Design Pattern already implemented on several Xojo features by default, greatly simplifying our code and interaction between the objects. Now, as promised, it is time to put it all in practice, creating our own Notification Center: a class that will allow us to share the same unique instance for the entire App (Singleton), and that can use any object in order to register itself for receiving notifications by the observed Control, for one or more message (the notifications themselves).

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Design Patterns in Xojo: Singleton

One of the best things that Xojo offers to programming newcomers is that they can simply jump-in and start to write code. In a matter of a few hours they’ll have a functional app! Nothing new here. (Or for not-so-newcomers, a fast way of creating a functional prototype from a idea).

CandyMachine.pngBut as these users advance in their Xojo skills, they probably will care about coding better and to embrace the OOP way of doing things. After all, Xojo is a modern programming language with Classes, Inheritance, Interfaces and a bunch of the usual OOP paradigms that have much to offer: reusability, better maintainability and a lot of flexibility.

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Methods Overloading: Computed Properties, Setters and Getters

Some years ago, Xojo introduced the ability to use Computed Properties, something that is present in other programming languages too and is based on the use of dedicated methods to assign and retrieve the property value itself. So, in other programming languages, the first of these dedicated methods (or functions), the Setter, is the one invoked every time we want to modify the value of the associated property, while the Getter method is the one used from our code to retrieve the associated value. The Object-Oriented Programming (OOP) concept found behind this feature is Method Overloading. Nevertheless, let’s make clear that Xojo Computed Properties are not methods. They aren’t! But they make our life as developers much easier compared with regular Properties.

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WeakRef and Memory Management

Object Oriented Programming with Xojo, and in this case Event Oriented Programming as well, is simply wonderful. You create objects (Instances) from the defined classes that act as templates and just let them roll. From there, the interactions made by the user are those that determine how objects interact with each other via sending messages to each other (method calls), the access to properties and also the execution of events.

However, sometimes the combination can simply reach unstable situations by the very nature of our applications and here is where failures can arise in memory management. Fortunately, we can keep this under control with the help of the WeakRef class.

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Programming Resources For Students

Can I learn to code in Xojo for free? Yes, Xojo is free for development and testing!

Do you have a free book so I can learn to code? Yes, Intro to Programming with Xojo is free!

Can I ask my beginner questions? Yes, the Xojo forum is a gateway to the friendly and helpful Xojo community.

The Xojo language is Object-Oriented.¬†Object-Oriented programming is an excellent way to learn the fundamentals of computer programming. Xojo is also cross-platform, which means you can build apps for all kinds of platforms using a single code base. Xojo is a Rapid Application Development tool, which means it’s developed to make building apps simple and quick.

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