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EEnnttiittyy IInnttrroodduuccttiioonn
The Entity Team
March 10, 2001
AAbbssttrraacctt
An introduction to the use of Entity.
_1_. _N_o_t_e
This tutorial was started in hopes of having it complete by the time we
released 0.7.0. However, I didn't want to wait on it being done, but thought
this still might help people out. If you would like to do some work on this,
please email imain@gtk.org.
_2_. _I_n_t_r_o_d_u_c_t_i_o_n
The road to world domination is paved with obstacles. Your users want inter-
faces that are intuitive and flexible, but you don't have the time to tweak a
thousand lines of C++, compilation after tweak after compilation. Or maybe your
users want to modify the interface to their own needs?
Perhaps what you want is an easy way to serialize your application's state, to
save it to disk or share it across the network?
Maybe you want your application use a rich storage format, but can't spare the
investment to draft a format document, implement a parser, test it, maintain it
..
Entity is here to minimize the effect of these obstacles on your programs.
Entity reduces the time wasted by all these tasks, and is a real hoot to work
with to boot!
Entity isn't just a rapid development framework, though. Entity gives your
applications structure and serializable representation, a simple and powerful
component model, and the opportunity to mix and match languages as you like -
write your application's logic in your favourite dynamic, interpreted language
like python or javascript, use components written in perl, even optimize time-
critical sections in C.
Entity is not geared solely to user interface applications, but it was designed
with this in mind, and works well in that role. Entity is actually a program
that takes an XML description, and turns that description into in-memory
objects. The scripting language of your choice is then used to manipulate
these objects at runtime, allowing you to easily create dynamic applications.
The objects may then be returned to an XML representation at any time.
Entity Introduction 1
Entity Introduction 2
_3_. _U_s_i_n_g _X_M_L
Entity uses XML as a textual representation of an application. XML is parsed
by Entity into a tree in memory. Everything is marked up from XML, including
the user interface, code, and data that an application may use.
Why XML ? While XML does have its share of problems, it is the natural fit for
a tree-like markup, and is easily human readable and editable. It's also
fairly fast and simple to parse.
Entity does not use all of the XML specification - only a small subset of all
that "XML" can entail. All you need to know about XML is a few simple things.
We'll use an example to illustrate:
<element attribute="value">
some data belonging to the outer node
<child-element attribute="value"/>
some more data belonging to the outer node
</element>
The words used in the above example name the parts of the representation they
occupy. An 'element' defines the type of the 'node'. A 'node' is a single
entry in an XML document. An attribute is just that - an attribute of the
node, and of course, every attribute must have a value. You will also find that
we use the word "tag" as synonym for "element".
You will notice from the above example that XML must be 'balanced', and that
every tag must be properly closed. You will notice that the second line is
closed by using the '/>' - a special notation to allow you to close the node
without an explicit closing tag.
In the above example, the 'child-element' node becomes a child of the parent
'element' node. This is because the 'child-element' is declared within the
'element' node - before the 'element' node was closed.
You can also bind 'data' to a node. This is done by having text placed after
you start a node, and before you end it. The data will be concatenated and
attached to its node. For example:
<sometag>
here is some data..
<someothertag> bananas and pineapples </someothertag>
here is more data
</sometag>
The string "\nhere is some data..\n \nhere is more data", (\n is a way to say
"enter" or "linebreak") will then be bound to the "sometag" node, and "bananas
and pineapples" will be bound to the "someothertag"
Another useful XML-ism used in Entity is CDATA. CDATA is just a way to quote
the data of a node, so you can use XML's special characters in your data.
Here's what it looks like:
Entity Introduction 3
<javascript>
<![CDATA[
data goes here ...
<this won't confuse the parser>
]]>
</javascript>
This allows you to insert any kind of text in the CDATA section, without escap-
ing it. This is often used for code sections within Entity.
Similar to CDATA are "processing command" nodes. The XML specification states
that the data between <? and ?> markers should be passed straight to the pro-
gram, without interpretation as XML. This is used to make a less ugly quoted
tag. The example for CDATA would look like this with a processing command node
instead:
<?javascript
data goes here
<this won't confuse the parser>
?>
_4_. _D_a_t_a _S_t_r_u_c_t_u_r_e_s
The XML tree is translated into a live tree of objects, but these objects may
be thought of as if you were manipulating the XML tree directly. The struc-
tures/concepts that make up this tree are:
+o ENode
This is the basic in-memory node, it has attributes and stores the infor-
mation about the item it builds when it is added to the tree. An enode is
displayed as 'element.name', when element is the type of node, and name is
the name attribute, if no name attribute is set, name will be an under-
score and a unique number. ex 'button._342'. This is mapped into a Class
in most languages, which you can use to bind to a node in a running Entity
application. See the ENode API reference below for more details.
+o Attribute
This is an attribute of the enode, within the renderers functions are reg-
istered for when an attribute is set or requested. In OO speak, these act
as methods of the class of the node type.
+o Path
A Path is how to describe where an enode is in the program, it starts at
the root and progresses down the tree of enodes, putting the element.name
representation seperated by '/'s until it gets the the destination enode.
In most languages if you print an enode it will give its path.
Entity Introduction 4
_5_. _G_e_t_t_i_n_g _S_t_a_r_t_e_d_.
Now that we have an understanding of XML, and a general idea of how Entity
itself works, we'll show you how to create and run simple program.
Running entity Programs
Entity works like a scripting languages in how it loads up its applications.
The command:
$ entity file.e
will load up file.e (which contains an application marked up in XML), and begin
interpreting it.
Alternatively you can use what is called the 'shebang' method, in which you
make the first line of the file:
#!/path/to/entity
or
#!/usr/bin/env entity
and set the file's permissions to include execution. This allows you to run it
as an interpreted file directly, without having to call entity on it each time.
The second method is preferred because it will work as long as you have
/usr/bin/env, and Entity is in your path. Entity's XML parser knows to ignore
shebang lines if they are present.
A first Entity program
Our sample file looks like this:
<object name="foo">
<window title="This app rules">
<button label="DO NOT CLICK ME"/>
</window>
<?perl
### This is where the code will go, when we write it later
?>
</object>
When entity parses this, it builds a tree of ENodes that can be represented
like this:
/object.foo
/window._123
/button._254
/perl._343
The names "_123", "_254" and "_343" are just unique identifiers made up by
entity; they may be different from run to run.
Entity Introduction 5
This should be familiar to anyone who has seen a graphical directory tree
browser. We can see that we have a root, "/", which has a single child, an
object node called "foo". "foo" in turn has two children: a window node with
an arbitrary (but unique) name, and a perl node with another arbitrary name.
The window has one child: a button node with an arbitrary name.
At parse time entity will construct the implementations of these tags and keep
them synchronized with your tree. In our example, a window is made with title
"This app rules", containing just a button labelled "DO NOT CLICK ME". Also,
the perl code is compiled and placed in its own perl namespace.
As a consequence of these at-startup actions, syntax errors or compilation
errors in code elements will be flagged at startup. The tree will still con-
tinue being built and the program will be run, but the offending node will not
be added to the tree.
Once entity has finished parsing the XML file and building the in-memory
objects, entity waits for events to happen - events being anything the applica-
tion listens to, from user actions to network activity.
If the user clicks the button, entity looks to see if that button wants to
report the event to anyone. Since our example has no code, nothing happens.
Let's change that now.
Change your file to look like this:
<object name="foo">
<window title="This app rules">
<button label="DO NOT CLICK ME" onclick="perl:clicked"/>
</window>
<?perl
sub clicked
{
$the_button = shift;
print "button $the_button was clicked\n";
}
?>
</object>
So what's changed? We've added an attribute called "onclick" to our button
tag, with the value "perl:clicked". This means that when a click event hap-
pens, entity looks in any perl nodes within the parent object tag (this is one
of the main roles of the object tag) for a procedure called "clicked" and exe-
cutes that.
We've also added some code in the perl node, a sub called "clicked" that we've
told the button to call on click events. This sub takes one parameter: the
node that was clicked. This is so you can use a single handler for a number of
events, which can often be a very elegant way of doing things.
You will find that in many applications programmers will set the "default-lang"
attribute in the object node to specify what language should be called when no
language identifier is given. For example:
Entity Introduction 6
<object default-lang="javascript">
<button onclick="some_javascript_function"/>
...
</object>
Because of the 'default-lang="javascript"' attribute of this object, when the
button is clicked, entity assumes the onclick callback "some_javascript_func-
tion" is in fact a javascript function. Entity will search for this function
in any javascript nodes within this object and execute this function.
_6_. _A _M_o_r_e _c_o_m_p_l_e_x _A_p_p_l_i_c_a_t_i_o_n
To really excercise some entity, we're going to make an application that modi-
fies its own structure.
Here's the XML:
<object name="foo">
<window title="This app rules">
<button label="DO NOT CLICK ME" onclick="perl:clicked"/>
</window>
<?perl
sub clicked
{
$the_button = shift;
print "button $the_button was clicked\n";
$the_button->attrib("label" => "I TOLD YOU NOT TO CLICK ME");
$xml_to_be_appended = qq!
<window title="This app still rules">
<button label="REALLY, DO NOT CLICK ME" onclick="perl:clicked"/>
</window>
!;
$the_button->append_xml($xml_to_be_appended);
}
?>
</object>
Now every time a button is clicked, this button-node has its "label" attribute
changed, and a small XML tree is appended to the button-node. The appended XML
becomes a child of the button-node and consists of a window-node which in turn
has another button-node as its child. This new button can then be clicked,
which calls the "perl:clicked" callback, which then changes the label and
appends another small XML tree... and so on ad infinitum.
Note in this case that the same perl callback function can be used any number
of times with various entity events (in this case, with "onclick" events from
various buttons). Notice, also, that entity dynamically re-renders changed
attributes and new nodes.
_7_. _E_N_o_d_e _A_P_I
The ENode API is the interface with which all work is done in Entity. It is
through this API that the programmer is able to change the XML tree at runtime,
and thereby produce a non-static application.
Entity Introduction 7
The enode API is similar across all languages, but not identical. The refer-
ence API is documented in docs/ENode.idl, in the Entity distribution. This API
is then mapped as well as possible into each language supported by Entity.
Some languages also have special ways of doing things that can make life eas-
ier. Where that is the case, those features have been used.
There are a few global methods that the langauges embedded within Entity will
recognise. These will all return either a single ENode object (an instance of
the ENode class), or a list of ENode objects. These are generally designed to
find nodes within your application, and return the object representation of
them to you so that you may manipulate them. All these search routines will
start at the parent 'object' tag of the code that calls them. This allows
seperate 'object's to exist within entity, and not have them interfere with one
another.
+o enode
This function returns the ENode that matches its argument. This is gener-
ally a 'basename' argument, that is, the type of the node concatenated
with the name of the node (eg, 'button.mybutton'). The name is also
optional, so you may simply search for 'button' and it will return the
first match. If the arg starts with a '/' it will return the node based
on a full path starting at the root of the XML tree. If no node matches
it will return the appropriate NULL construct for the language it was
called from.
Examples:
perl:
my $node = enode("button.Mybutton");
javascript:
othernode = enode ("ctree.FooCtree");
C:
ENode *thisnode;
thisnode = enode ("valign.MyAlign");
python:
thatnode = enode("object");
tcl:
set node [enode object.FooObject]
+o enode_rx
Same as enode except the argument it accepts is a regular expression (perl
compatible), matching the basename of each node in turn.
Entity Introduction 8
Examples:
perl:
$node = enode_rx('window\.Win[1-4]');
javascript:
anothernode = enode_rx("ctree\.FB.*");
C:
Enode *mynode;
mynode = enode_rx ("[button|window]\.ThisNode");
python:
nodetwo = enode_rx (".*");
tcl:
set foonode [enode_rx object\..*]
+o elist
Returns a list of nodes matching the argument.
Examples:
perl:
my @nodes = elist("ctree");
javascript:
nodes = elist("ctree-row");
C:
python:
nodes = elist("graph");
tcl:
+o elist_rx
Same as elist but uses a regular expression to perform the match.
Now that we know how to get an ENode object, there are many things we can do
once we get this object. The following is a list of methods supported:
+o parent
Return a new ENode object that is the first parent that matches the
string, this only searches directly up the tree. If no argument is given
(or in the case of C, it is NULL) it will return the immediate parent.
+o child
Much like enode, but searches only the children of the ENode object it is
called with. Note that this will return any matching descendant node, not
just immediate children.
+o child_rx
Same as child but uses a regular expression for matching.
+o
Entity Introduction 9
+o children
Returns a list of ENode's matching the first basename argument. If there
is no argument, it returns all the immediate children.
+o children_rx
Like children but uses a regex.
+o children_attrib
Takes two arguments, attrib and value. This will search all children of
the node it is called from, and return any children who have the an
attribute matching the given value.
+o children_attrib_rx
Identical to above, but a regular expression may be used for the value
argument, and will return the list of nodes that have values for the sup-
plied attribute matching that regular expression.
+o attrib
Get or set an attribute. The first argument is the attribute, the second
is the new value. If no second argument is given, this function returns
the present value of that attribute. Note that many language bindings use
a more natural notation to express attribute getting and setting - python
for example lets you reference a node's attributes using indexing (ie,
node["attribute"] = value).
+o
+o attrib_is_true
Check to see if the attribute supplied is true, (true, yes, 1, etc).
Returns a boolean.
+o destroy
Destroy the current node, and all children.
+o destroy_children
Destroy all the children of the current node while leaving the node it is
referred from alone.
+o get_xml
Returns an XML representation of the given node and all its children.
+o get_child_xml
Returns an XML representation of all the given node's descendants, NOT
including itself.
Entity Introduction 10
+o append_xml
Parse the given XML string and build the objects it specifies under the
referred ENode.
+o call
Entity has a universal way of calling functions in any of the languages
that it supports. This method of the ENode class, allows you to tap into
this functionality, and call a function in another language, and option-
ally, in another 'object'.
The ENode object that is calling this method, will be used as the 'refer-
ence node', in determining which object the search for the function to
call will be performed in. It will also appear as the first argument to
the called function, regardless of other arguments supplied.
The second argument, is the name of the function you wish to call. This
may use the "language:function" notation that you see in callbacks from
nodes (because it's the same mechanism).
The third argument, is the prototype string that lists the type of the
following arguments. This had to be done for languages like C that make
it impossible to determine argument types, and because many language have
stricter typing rules than perl, python, javascript etc.
The argument string can have these letters "nesidb". n, s, and i should
be all you need externally, they are for node, string, and int respec-
tively.
Example: calling a the python function "foo" with parameters (1, "a
string")
node.call("python:foo", "is", 1, "a string")
+o new_child
Create a new child within the node, new_child can accept info about the
new node in a few ways. The name can be specified with the element like
new_child("button.goodname"). Also attributes may be set by doing attrib,
value, attrib, value. Note that this is another function that will vary
slightly depending on the language used. This returns the newly created
child ENode object.
+o set_data
Set the data of the ENode to the string supplied as the only arugment.
+o get_data
Retrieve the data of the ENode.
Entity Introduction 11
+o append_data
Append the string given as the only node, to the data currently bound to
the node.
+o insert_data
Insert a string at any location within the current data.
+o delete_data
Delete a range of data within the node beginning at any offset.
_8_. _G_o_i_n_g _F_u_r_t_h_e_r _W_i_t_h _E_n_t_i_t_y
This section is incomplete. It should show a good sample program showing call-
backs, tree searches, attrib functions etc. This should really be the bulk of
the tutorial.
_9_. _T_i_p_s _a_n_d _t_r_i_c_k_s
This section is incomplete. Should mention:
+o Config files in XML.
+o timers.
+o which attribs get saved.
+o userrenderers
+o norender
+o nodes as DB, interfaces with DB's etc.
+o entity -a file.e stembuilder.e for inspection/tweaking
+o multiple 'concurrent' objects
+o polling with the io renderer
_1_0_. _A_b_o_u_t
Many thanks to John Wimer, Ian Main, Jim Meier, and Stephen Balukoff for help-
ing with this tutorial.
The latest version of this tutorial will always be made available at
http://www.entity.cx.
Entity Introduction 12
CONTENTS
1. Note ................................................................... 1
2. Introduction ........................................................... 1
3. Using XML .............................................................. 2
4. Data Structures ........................................................ 3
5. Getting Started. ....................................................... 4
6. A More complex Application ............................................. 6
7. ENode API .............................................................. 6
8. Going Further With Entity ............................................. 11
9. Tips and tricks ....................................................... 11
10. About ................................................................. 11
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