Charlie Calvert's C++ Builder Unleashed
- 1 -
Introduction to C++Builder
Overview
In this chapter I introduce Borland C++Builder (BCB) and explain what it is about.
I also devote considerable time to explaining the purpose of this book and the philosophy
behind my approach to technical writing.
Technical subjects covered in this chapter include
- Creating a simple Multimedia RAD program that plays movies, WAV files, and MIDI
files.
- Shutting down the BCB RAD programming tools and writing raw Windows API code
instead.
- Creating components dynamically on the heap at runtime.
- Setting up event handlers (closures) dynamically at runtime.
- A brief introduction to using exceptions. This topic is covered in more depth
in Chapter 5, "Exceptions."
- A brief introduction to ANSI strings. This subject is covered in more depth in
Chapter 3, "C++Builder and the VCL."
- Using the online help.
- Greping through the include and source files that come with the product and with
this book.
This chapter includes sample programs or code snippets illustrating all of these
concepts. The sample programs for this chapter are found on the CD that accompanies
this book in the directory called Chap01. The same pattern is followed for
all other chapters. For instance, the code for Chapter 2, "Basic Facts About
C++Builder," is in a subdirectory on the CD called Chap02.
Getting in the Mood
Programming is part of an esoteric world where logic is sacred. Even if you understand
exactly why a program works, there is still a magical element involved. Things appear
and disappear. Objects materialize, and then dematerialize. They do so according
to strictly defined logical rules; but still, there is the fact that things appear
and disappear right before our eyes.
To be a good programmer, you have to be a wizard. You have to study arcane material,
sit up over it until your eyes are bleary, and ponder its meaning, seeking to understand
its mysteries. Many people never understand the subtleties of programming. They don't
ever penetrate to the inner mysteries of this challenging field.
But think of the joy you feel when you finally figure it out! The profound satisfaction
of actually cracking the code, mastering the spells, and seeing through to the inner
mystery! The arcane minutiae of programming is part of a subtle, intricate world
that can be mastered only by a few dedicated souls who are willing to work hard to
get at the inner truth of an algorithm, of an object hierarchy, of a coding technique.
Some products seem to be effective at capturing the essence of the beautiful,
mysterious logic that underlies the world of programming. C++ has always had free
entry into this realm. C++Builder, however, raises the ante in the C++ world by allowing
you to create programs with a powerful set of tools that gracefully augment your
programming skills.
BCB is one of the first serious compilers that allows you to pick up objects called
components with the mouse and move them around so that you can change the logic of
your program visually, rather than solely with code. The core of this technology
is component programming--not large, bloated, difficult to create components but
small, sleek, easy-to-build components that run at lightning speed, components that
appear and disappear before your eyes at the click of a mouse.
Programming is intellectually exciting. At times, it's even--dreaded word--fun!
C++Builder puts the excitement back in C++ programming. If you like to write fast
programs that are easy and fun to use, this is the right tool for you. Best of all,
C++Builder gives you full access to all the advanced features of C++, including templates,
name spaces, operator overloading, and the entire Windows API, including cutting-edge
APIs such as DirectX, OLE Automation, and ActiveX.
Most of the time, BCB programming is surprisingly easy. On occasion, it's very
challenging. It is, however, always interesting and exciting. Let other programmers
plod along with boring compilers made by some huge soulless conglomerate full of
middle managers who middle-manage their products into one giant, boring access violation.
There is something different about BCB. Like its cousin Delphi, it has something
of the true spark of the real programmer's art in its sleek lines, in its fast compilation,
and in its subtle and artful use of the C++ language.
The Audience for This Book
Throughout this book, I walk a subtle line between extremes. Sometimes the text
has pulled me in the direction of system programming, and at other times I have relied
on the RAD tools that make BCB so easy to use. At times, I have wanted to find the
fastest way to perform a particular task and at others I have wanted to find the
clearest, simplest way to perform a task. Almost a third of the book concentrates
on database tasks, but I also dig deeply into OOP, component creation, and esoteric
Windows APIs such as DirectX.
C++ is the language of choice for programmers obsessed with speed, who long to
optimize their programs down to the last clock cycle, and who love to plumb the most
intricate depths of the computer. Some C++ programmers feel physical pain when they
have to give up clock cycles that could be optimized out given sufficient time. In
short, C++ is a language designed for creating operating systems and compilers.
RAD tools, on the other hand, are designed for programmers who have a job to do
and want to get it done quickly. These people want a safety net so they don't crash
and burn! They are willing to give up clock cycles in return for usable code.
In short, RAD programmers are intent on getting a job done quickly and safely,
whereas C++ programmers are traditionally intent on creating the smallest, fastest
programs possible.
This book, and BCB as a whole, is about the meeting of these two diverse camps.
I am very much aware that many C++ programmers won't like the "smell" of
RAD, and that many RAD programmers will be appalled by the ornate subtleties of C++.
However, I believe that there is a place where these two groups can meet, and furthermore,
I think C++ can provide the high productivity tools that RAD programmers expect,
along with the high performance, system-loving, optimized intricacies that true aficionados
of C++ demand.
In short, this book is for contemporary programmers who practice their art on
the cutting edge of modern programming techniques. That does not mean that this book
is about the most technical aspects of C++ and Windows, nor does it mean that this
book is about a dangerous, new form of programming that wastes clock cycles indiscriminately.
Instead, this book is about techniques that allow systems programmers to get their
work done quickly, while allowing RAD programmers to speed up and enhance their programs.
I should perhaps add that a large portion of this book is dedicated to client/server
database programmers. Nearly 80 percent of the applications made today involve databases,
and this tool will undoubtedly be used very heavily by client/server developers.
I go into considerable lengths to talk about the advanced database features found
in BCB; I cover SQL, stored procedures, triggers, filters, lookups, and numerous
other database techniques.
BCB Versus VB
There is one thing that ought to be made clear right at the start. The programs
you write with BCB are comparable in terms of size and performance with the programs
you create with OWL or MFC. It would be a mistake to assume that BCB has any of the
limitations you find in VB or PowerBuilder, or even in Optima. Anything you can do
in MSVC or in BC5 you can also do in BCB, and you can do it with the same, or an
increased, degree of subtlety and artfulness.
Both BCB and VB are RAD tools. But that is where the comparison between the two
products must end. VB is a nice product, but it is not a serious programming tool.
BCB is a very serious programming tool. It is a real C++ compiler that comes with
all the bells and whistles.
The presence of RAD tools can lead you to believe that BCB is somehow crippled
in terms of performance or capability. However, that is an erroneous conclusion.
If you take the time to explore the product in depth, you will find that it lacks
nothing in terms of power or capability.
The RAD tools in this package add no real overhead to your programs that you would
not find in either OWL or MFC. The VCL is comparable to OWL and MFC in every way,
except for the fact that it is much easier to use and much more elegantly designed.
The word component can also conjure up images of slow, buggy, hard-to-understand
ActiveX controls. BCB components are much faster, much smaller, and much easier to
make than ActiveX controls. OLE is a powerful technology--and one that I use quite
frequently--but it lacks the subtlety, speed, and elegance of the VCL code that underlies
BCB.
A Cautious Approach to Programming
Having gone to some lengths to emphasize the technical depth of BCB, I want to
turn around and discuss the relatively conservative approach I take to the art of
writing programs.
I have been writing code long enough to have grown suspicious of techniques that
are too fancy, too subtle, and too hard to parse, execute, and maintain. As a result,
I have adopted the style of programming championed by people who want to write safe,
easy-to-maintain programs.
I tend to promote a conservative programming style--and indeed, almost all the
good programmers I know use these same techniques, even when writing code that is
designed for high performance applications.
A certain degree of caution is necessary if you want to write robust code. When
in doubt, I always err on the side of caution.
Does this mean I want you to write slow, bloated code? No, of course not! My goal
is to walk that fine line between writing code that is such a high wire act that
it can't be maintained, and writing code that is so high-level, so abstracted, that
its performance becomes an abomination.
BCB is about the place you can get the maximum in terms of safety, without giving
up significant power in terms of speed and flexibility. It's about walking the line
between two extremes.
On Using C++
When creating the sample applications for this book, I tried to choose code that
walks the middle line between being too cautious and too daring. I tried to take
the best ideas from the C++ language and combine them with the benefits of RAD.
I want to get far enough into C++ to leverage its power, without going so far
that I spend whole chapters parsing the subtleties of some obscure syntactical corner
of the language. I also want to use many high-level, RAD-based tools, but I don't
want to rely on them so completely that they overshadow the power of the C++ language.
The goal is to find the middle ground, the artful line that yields the best programs.
If I am in doubt, I will err on the side of the RAD programmers who have a job to
do. The primary reason for this decision is simply that there are already many great
books out there on the intricacies of C++ and on the subtleties of the Windows API.
There is no need for another book on those subjects. Instead, I want to show what
C++Builder brings to the table.
When exploring BCB, however, I will always keep at least one eye on the system
programmer. I know what you want, I believe in your cause, and I want to show you
how BCB can help you complete even the subtlest jobs more quickly than traditional
environments such as BC5 or MSVC. My promise is that the executables you produce
with BCB will be at least as small, and at least as fast as the executables you produce
with MFC or OWL. And, if you want, you can cut out BCB's object-oriented tools and
produce tiny executables that match anything that you can do with BC5 or MSVC.
I am not trying to create a companion volume to a classic hard-core tome such
as the Zen of Assembly Language, More Effective C++, Undocumented Windows, the ARM,
or Inside Windows. Books like that have their place, of course, but that is not the
kind of programming I want to write about.
Clearly, I am trying to set practical, reasonable goals for this book. However,
I don't mean to imply that this is a plodding, methodical book that will never take
flight into any interesting subjects. On the contrary, I want to show how you can
do fancy, flashy, exciting things with a computer, without having to parse the lowest-level
bits in the operating system. If you want to plumb to the lowest depths of the operating
system, I will take you right up to the edge, show you how to get started, and then
wish you Godspeed. You can use BCB to do some great system programming, but I will
leave the specifics of how to proceed to other authors, or to a second book of my
own on the subject.
This book contains lots of exciting code on subjects such as multimedia, games,
and Internet programming. I concentrate on very high-performance tools such as DirectX
and on cutting-edge technologies such as OLE. Unlike other books on these subjects,
however, my goal is to show how you can integrate these things into your projects
even if you are on a tight schedule and even if you would not normally be inclined
to do the kind of spelunking that those names imply.
In my opinion, the kind of programming described in this book is the essence of
cutting-edge computer technology (at the time of this writing). The best programmers
today use whatever tools they can find to allow them to quickly produce high-performance
programs. Plumbing the depths is fun, but it loses some of its appeal when the Internet
calls, or when you need to produce an inventory program quickly, or when you want
to spice up an application so that your users actually enjoy sitting down to work
with one of your creations.
My point is quite simply that today many of the best programmers are specializing,
not in plumbing the depths of the operating system, but in producing real-world applications
quickly. This is an advanced programming book that assumes a good deal of experience
on the part of the reader. However, I want your experience to be not deep and narrow,
but broad and expansive.
Humility, Crooked Timber, and the
Practical Programmer
In the book Code Complete (published by Microsoft Press), Steve McConnell quotes
an award-winning paper by Edsger Dijkstra called the "The Humble Programmer."
I regard this work as one of the guiding lights of this book.
I would much rather write a humble program that works well than be involved in
a flashy, ego-ridden project that is never finished, or that ships two years late.
The key to getting things done is to show a little humility.
In particular, if you work under the assumption that any one programmer is perfect,
you are doomed to failure. Computers are reliable; programmers make mistakes.
Computers, on the other hand, look remarkably dense when compared to the creativity
a good programmer can wield. Machines get a zero on the creativity scale, whereas
programmers can be very creative. The key is not to try to make people like computers,
but to find the best way to leverage the virtues of both programmers and computers.
If you write code that assumes the programmer is perfect, sooner or later that
code will fail. Don't mix up the programmer and the computer. The computer is the
one that doesn't make mistakes; the programmer is the one that comes up with ideas.
I write code that assumes I not only can make mistakes, but that I will make mistakes.
I write code that shies away from the extremely low-level code that crimps my creative
side, and which invites bugs.
The code I like to write assumes that I tend to make errors, and that I should
be free to exercise a degree of creativity. Code that is too technical, too cutting-edge,
or too clever is code that is prone to bugs and late, sleepless nights.
The right kind of code gets the job done quickly enough to leave programmers still
fresh and alert, so that they can exercise creativity in coming up with the best
solutions.
Quite often in this book, I will recommend techniques that fly in the face of
the advice you undoubtedly get from that hotshot programmer who works down the hall.
My problem is not that I fail to appreciate the importance of performance or producing
small, fast programs. Rather, I worship at a different shrine, the one that finds
the middle ground between code that is too subtle and code that is too abstract,
too high-level.
This book is dressed in jeans or cords, good practical shoes, and a tough, but
attractive, plaid work shirt. Programmers who like to dress in patent leather shoes
and $2,000 suits might make fun of some of my techniques. What I like about the clothes
that this book wears is that they are tough, well-suited to a wide variety of conditions,
and they look great on a wide range of people.
I don't write for someone who wants to be the best programmer in a group. Instead,
I am interested in people who want to make things. I want to get from conception
to a finished product, and I don't care if all of the techniques I use aren't the
fanciest available. I don't, quite frankly, care all that much about the schedule
my manager wants to live by; rather, my goal is to get the job done before I become
utterly sick of it. I like to make things. I want to finish the project.
Immanuel Kant is one writer who aptly captured the spirit by which most programmers
should live: "Out of timber so crooked as that from which man is made nothing
entirely straight can be carved." In other words, don't expect your programs
to be perfect, and don't waste time trying to achieve perfection. Aim a little lower,
instead. Rather than perfect, shoot for: "It works." Or, at best: "This
program is remarkably bug-free!"
Even better, aim for programs that are creative, fun to use, and useful. The strongest
suit a programmer can take to a task is creativity. Even the best programmers look
like bunglers when compared to the reliability of a computer.
The best programmers also make mistakes with a frightening regularity. I try to
accept that fact, accept my limitations, and then find ways to program that are safe!
If I have the humility to admit I am not perfect, I can start making programs that
work and that get turned in on time!
Once again, I don't really care about my manager's schedule; I care about my schedule.
I want to start a project, bring it to fruition, and then move on to the next thing
that interests me! I don't want to be stuck working on the same task for years on
end!
API Code Versus RAD Code
At this stage, it might be helpful to give a few specific examples of the difference
between RAD programming with BCB and traditional Windows programming. My primary
point here is to show that BCB can do it all. If you want to write API code, BCB
will let you write it. If you want to write OWL code, BCB will let you do that, too.
If--heaven forbid--you should even be foolish enough to want to write MFC code (perish
the thought!), you can also do that with BCB.
In this section, you will see two sample programs. The first is a traditional
RAD application written in BCB, and the second is a standard Windows API program.
I will spend a few moments talking about each program and then will use these examples
to illustrate just what it is about RAD that I find appealing, as well as explain
something about the parts of RAD development that I will focus on in this book.
A Very Short Introduction to the
VCL
Reading this text over, I find that I am throwing a number of acronyms around.
One that really begs for a short explanation is VCL.
The VCL is the Visual Component Library. It is to BCB what OWL is to BC5, and
what MFC is to MSVC. (This is called acronym immersion therapy.) In other words,
it is the object- oriented library, or framework, that underlies BCB. The difference
between VCL and OWL is that the VCL is based on components, properties, and events,
while OWL and MFC have none of these features. In particular, events support something
called the delegation model, which is an alternative to simple inheritance.
The VCL fully supports all standard OOP concepts such as inheritance, polymorphism,
and encapsulation. What it brings to the party are components, properties, and events.
(Events are also known as closures.) One of the goals of this book is to explain
components, properties, and events in the clearest possible terms, and to state why
I feel this is the proper programming model for this stage of computer programming
development.
Perhaps most importantly, the VCL is written in Object Pascal. In fact, it is
literally the same code base used by Delphi. Later in this chapter, I will explain
a bit more about BCB's relationship to Delphi, and I will explore the subject in
detail in the next chapter. For now, you need to know only that the VCL would not
be any faster or smaller were it written in C++. Object Pascal has some stark differences
from C++, but speed and size are not among them. As explained previously, Object
Pascal is a real, compiled, object-oriented language that fully supports true inheritance,
polymorphism, and encapsulation. All Object Pascal code that works in Delphi works
automatically in C++Builder.
That's all I will say on this subject at this point, though I will spend considerable
time defining the VCL and its related programming models more carefully in later
chapters. In particular, Chapter 2 and Chapter 3 go into considerable depth on the
subject of VCL, how it works, and why it exists.
On Using the Visual Tools
Before I get started with a specific programming example, I want to take a moment
to discuss the technique I use when writing about BCB programs. Except for a few
places in the first chapters, I will generally skip over detailed descriptions of
the visual programming tools.
In this text, I will usually not explain the process of setting up a standard
component at all. For instance, if text on a TButton component says OK,
Exit, or Close, I will not say Set the Caption field of the TButton
component to Exit, or Close. Instead, I will assume that you can figure that much
out just by looking at the figure that accompanies my description of the program.
As you gain more experience with C++Builder, you will quickly learn how to work
with most of the properties associated with components. As a result, I usually do
not bother to write detailed explanations about setting up a component, such as that
you need to set its Align property to alClient, or its Stretch
property to True. I assume that you can see that much just from glancing
at the figure. Of course, I assume there will be times when you will want to run
the programs on disk to see exactly how I have achieved a particular affect.
My point here is that you should be able to glean information of this kind from
the manuals that ship with the product or from the online help. You could also turn
to a beginning level C++Builder book, such as Teach Yourself C++Builder in 21 Days
(published by Sams). In the current text, however, I will try to skip over that kind
of beginning material, in order to best give you what you expected when you bought
an intermediate- to advanced-level book.
I am aware, however, that BCB is a new product and that some introductory material
is needed. I will try to keep it to a minimum. In particular, almost all the introductory
material occurs in this chapter and the next. After that, I'll assume you know how
to use the environment.
A Simple RAD Multimedia Program
The code for the Multimedia RAD program is shown in Listing 1.1. The entire program
is found on the CD that accompanies this book. An explanation of the program follows
these listings.
Listing 1.1. The header file for
the Multimedia RAD program.
//--------------------------------------------------------------------------
#ifndef MainH
#define MainH
//--------------------------------------------------------------------------
#include <vcl\Classes.hpp>
#include <vcl\Controls.hpp>
#include <vcl\StdCtrls.hpp>
#include <vcl\Forms.hpp>
#include <vcl\ExtCtrls.hpp>
#include <vcl\MPlayer.hpp>
#include <vcl\Menus.hpp>
#include <vcl\Dialogs.hpp>
//--------------------------------------------------------------------------
class TForm1 : public TForm
{
__published: // IDE-managed Components
TPanel *Panel1;
TImage *Image1;
TMediaPlayer *MediaPlayer1;
TMainMenu *MainMenu1;
TMenuItem *File1;
TMenuItem *Load1;
TMenuItem *Play1;
TMenuItem *N1;
TMenuItem *Exit1;
TOpenDialog *OpenDialog1;
TMenuItem *Options1;
TMenuItem *ChangeBackground1;
void __fastcall Load1Click(TObject *Sender);
void __fastcall Play1Click(TObject *Sender);
void __fastcall Exit1Click(TObject *Sender);
void __fastcall ChangeBackground1Click(TObject *Sender);
private: // User declarations
public: // User declarations
virtual __fastcall TForm1(TComponent* Owner);
};
//--------------------------------------------------------------------------
extern TForm1 *Form1;
//--------------------------------------------------------------------------
#endif
Listing 1.2. The main module
for the Multimedia RAD program.
///////////////////////////////////////
// File: Main.cpp
// Project: Muli-media RAD
// Copyright (c) 1997 by Charlie Calvert
#include <vcl\vcl.h>
#pragma hdrstop
#include "Main.h"
#pragma resource "*.dfm"
TForm1 *Form1;
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
void __fastcall TForm1::Load1Click(TObject *Sender)
{
if (OpenDialog1->Execute())
{
MediaPlayer1->FileName = OpenDialog1->FileName;
MediaPlayer1->Open();
}
}
void __fastcall TForm1::Play1Click(TObject *Sender)
{
try
{
MediaPlayer1->Play();
}
catch(EMCIDeviceError &E)
{
AnsiString S("\rUse the File | Open menu item to select an AVI file.");
ShowMessage("Bummer: " + E.Message + ". " + S);
}
}
void __fastcall TForm1::Exit1Click(TObject *Sender)
{
Close();
}
void __fastcall TForm1::ChangeBackground1Click(TObject *Sender)
{
AnsiString RootDir(ParamStr(0));
AnsiString SaveDir = OpenDialog1->InitialDir;
AnsiString SaveFilter = OpenDialog1->Filter;
OpenDialog1->InitialDir = ExtractFilePath(RootDir);
OpenDialog1->Filter = "Picture | *.bmp";
if (OpenDialog1->Execute())
{
Image1->Picture->LoadFromFile(OpenDialog1->FileName);
Image1->Stretch = True;
}
OpenDialog1->InitialDir = SaveDir;
OpenDialog1->Filter = SaveFilter;
}
This program pops up in a window that has a picture of a Mayan temple as a background,
as shown in Figure 1.1. From the menu, you can pop up an open file common dialog
that will let you select and play either a movie file, WAV file, or MIDI file. You
can also browse to select new backgrounds for the main form.
FIGURE
1.1. The main screen for the Multimedia
Adventure program.
The RAD Tasks for Creating the
Multimedia Program
To create the program, bring up BCB and select New Application from the File menu.
Drop down the following components on the main form:
TPanel *Panel1;
TImage *Image1;
TMediaPlayer *MediaPlayer1;
TOpenDialog *OpenDialog1;
NOTE: : In some RAD programming books,
code is presented that shows the exact location of the objects placed on a form.
For instance, here are some selections from the text representation of the form for
the Multimedia program:
object Form1: TForm1
Left = 244
Top = 147
Width = 493
Height = 388
Caption = `Form1'
Menu = MainMenu1
object Image1: TImage
Left = 0
Top = 41
Width = 485
Height = 301
Align = alClient
Picture.Data = { Lots of numbers omitted here }
end
object Panel1: TPanel
Left = 0
Top = 0
Width = 485
Height = 41
Align = alTop
TabOrder = 0
object MediaPlayer1: TMediaPlayer
Left = 192
Top = 5
Width = 253
Height = 30
TabOrder = 0
end
end
// Menu would appear here
object OpenDialog1: TOpenDialog
FileEditStyle = fsEdit
Filter = `Movies, Sound, Midi|*.avi;*.wav;*.mid'
InitialDir = `c:\'
Left = 48
Top = 48
end
end
You can convert your forms into this kind of text by right-clicking them and selecting
View as Text from a popup menu. Conversely, you can translate text into visual forms
by right-clicking them and selecting View as Form from a popup menu. You can also
convert programs back and forth from text to binary files by running a command-line
utility called Convert.exe. Finally, you can type the preceding code into
a text editor, copy it to the Clipboard, and then paste it onto a BCB form or panel.
After the paste operation, you will not see text, but live visual components.
At any rate, I have opted not to use the kind of textual description of a form shown
above, primarily because the form itself is available on disk, and secondarily, because
a picture of a form, like that shown in Figure 1.2, provides more information than
a textual description. I do, however, provide both binary and textual copies of the
forms on the CD that accompanies this book.
A Brief Note on Creating Menus
You can add a menu to this program by dropping down a TMenu component,
double- clicking it, and filing it out as follows:
TMenuItem *File1; // Popup menu
TMenuItem *Load1; // menu item
TMenuItem *Play1; // menu item
TMenuItem *N1; // (separator made by entering a dash in the Caption field)
TMenuItem *Exit1; // menu item
TMenuItem *Options1; // Popup menu
TMenuItem *ChangeBackground1; // menu item
The text for each of these menu items is the same as the name of the menu item
itself, except that the 1 is removed from the end of the name.
FIGURE
1.2. The Menu Designer as it looks during the construction of the menu
for the Multimedia RAD program.
NOTE: I would not normally cover this
kind of material in this book, but it might be helpful to hear one description of
how to use the C++Builder visual tools in hyper-mode. If you grasp the subtleties
of this technique, you will find that you do not need to manually switch back and
forth between a form and the Object Inspector. Instead, the environment will move
you back and forth automatically between the two tools.
To get started working in hyper-mode, make sure the Menu Designer is closed, because
this process works best if you start from scratch. Now bring up the Menu Designer
by double-clicking the TMenu object you dropped on the form. Immediately
after double-clicking the item, start typing into the Menu Designer dialog. Don't
bring up the Object Inspector. Instead, type directly on the Menu Designer, and watch
as the Object Inspector comes up of its own accord. When you want to switch back
to the Menu Designer, just press Enter.
For instance, focus the Menu Designer on the first blank menu item and type the word
File. Press Enter. Type Open. Press Enter. Type Close.
Press Enter. To move over to the next column, press the right arrow key. Type Edit,
press Enter, and so on.
You can also select items on the Menu Designer and edit them inside the Object Inspector.
However, it is easier to use the hyper-mode method. For more details, see the online
help or an introductory book on BCB programming.
You should also go to the Object Inspector for the TImage component and
set its Picture property to the bitmap you want to have as the background
for the main form. The TImage component should have its Align property
set to alClient, and its Stretch property set to True.
You should set the Filter property for the TOpenDialog component
so it looks like the screen shot shown in Figure 1.3. In particular, the text for
the property would look like this, if you were filling it out in code rather than
via the Object Inspector:
OpenDialog1->Filter = "Movies, Sound, Midi | *.avi;*.wav;*.mid";
FIGURE
1.3. The Property editor for the Filter
property of the TOpenDialog component.
Loading a Multimedia File
The following function is called when the user selects the Load menu item from
the File menu:
void __fastcall TForm1::Load1Click(TObject *Sender)
{
if (OpenDialog1->Execute())
{
MediaPlayer1->FileName = OpenDialog1->FileName;
MediaPlayer1->Open();
}
}
This code first opens a common dialog to allow the user to select a filename.
If the user clicks the OK button in this dialog, the selected filename is assigned
to the multimedia component and the component is opened. The act of opening the component
"turns on the lights" on the multimedia control itself. In other words,
after you open the component, it moves from a grayed-out, inactive state to a colorful,
active state.
The VCL and Memory Allocation
Notice that the objects you are working with here are all created on the heap.
There is no such thing as a static instance of a VCL component, or indeed, of a VCL
object. All VCL objects are created on the heap--that is, you always create a pointer
to a VCL object and you don't ever create a static instance of a VCL component. In
fact, you can't create a static instance of a VCL object. The compiler won't let
you. VCL objects exist on the heap by definition, as will be explained further in
the next chapter.
NOTE: My mixing of the words component
and object in the previous paragraph is intentional. All VCL components are nothing
more than VCL objects with a small amount of overhead added to them so they can appear
on the Component Palette. All VCL components are also VCL objects, but not all VCL
objects are components. This subject will be explained in depth in the chapters on
creating your own components.
You will also find that I use the words class and object interchangeably. Contrary
to popular belief, this is not an error. Needless to say, I understand that quite
often people use the word class to refer to a declaration, and they use the word
object to refer to an instance of a class. However, this rather fine distinction
becomes a bit precious in real life, so I tend to use the words interchangeably unless
I have a specific need to make a distinction between the two concepts. When that
is the case, I will make it abundantly clear that you need to make a distinction
between a class declaration and an object instance.
Notice also that you are not actually responsible for allocating or deallocating
memory for VCL components. If you want to, you can explicitly create a component
in code. For instance, here is how to dynamically create a TButton control:
MyButton = new TButton(this);
MyButton->Parent = this;
MyButton->Caption = "Dynamic Button";
MyButton->Width = 250;
MyButton->Show();
This type of code is explored in depth later in this chapter, but if you want
to see it in action right away, you can run the DynamicButton program found on the
CD-ROM that accompanies this book, in the Chap01 directory. A screen shot
of that program appears in Figure 1.4.
FIGURE
1.4. The DynamicButton program dynamically
allocates a button at runtime.
It is also not usually your concern to deallocate the memory associated with a
component. BCB has no garbage collection facility. The constructor for TButton
shown above assigns this as the owner of the control. That means that the
main form for the program is responsible for disposing MyButton, because
it has been designated as the owner of the button. (The this pointer is
a bit of syntactical hand-waving that allows an object to refer to itself. In this
case, Form1 owns TButton, and the identifier this is a
way of referring to Form1.) The code in TForm that deallocates
MyButton is built into the VCL. You never have to think about it. I will,
however, discuss how it works in several parts of this book.
The scheme described here sounds a lot like garbage collection. In fact, if you
drop a component on a form from the Component Palette and then run the program and
terminate it normally, you will never have to worry about either allocating or deallocating
memory for components. This is not a true garbage-collection scheme because you have
the option of not passing in a parent to an object when you create it and you can
decide to deallocate an object at any time if you want. In other words, many of the
memory management chores are taken care of for you, but they do not have to be handled
by the system if you would rather do them yourself. This freedom is what I love about
BCB, but it also brings responsibility with it.
A true garbage collection scheme would never allow you to make mistakes allocating
or deallocating memory. The VCL does not go that far. You can definitely make mistakes
with memory management if you are not careful. On the other hand, it should be clear
to you that BCB programmers are relieved of many onerous memory management chores.
In fact, if you do things right, you rarely have to think about memory management.
Part of the job of this book will be to explain how to ensure that you never have
to worry about memory management. I will, however, also show you how to take matters
into your own hands, if you wish.
A First Glance at Exception Handling
The simple act of opening the TMediaPlay component is not the same as
causing the component to play a movie or song. If the users want to play a file that
has been loaded into the component, they can push the green button on the TMediaPlayer
control. Alternatively, they can select the Play menu item from the File menu:
void __fastcall TForm1::Play1Click(TObject *Sender)
{
try
{
MediaPlayer1->Play();
}
catch(EMCIDeviceError &E)
{
AnsiString S("\rUse the File | Open menu item to select an AVI file.");
ShowMessage("Bummer: " + E.Message + ". " + S);
}
}
As you can see, this code includes a try..catch block that shoulders
some exception-handling chores. If you wanted, you could safely leave the explicit
try..catch block out of this code and the VCL would still automatically
raise an exception if the user has picked the Play option before loading a file.
In that case, the VCL will automatically create an exception that tells the user
No MCI Device Open.
For an error built into a programmer's library, the simple strings popped up by
the VCL are usually very complete and comprehensible error messages. However, you
will probably want to improve on it before showing it to the users of one of your
own programs. The code above accomplishes this task by catching the exception, modifying
its output string, and then using custom code to display it for the user.
Exceptions in BCB are exactly like exceptions in normal C++ programs, only now
your entire program is automatically wrapped in a try..catch block and you
also have a very rich set of exception classes at your disposal courtesy of the VCL.
In particular, you can see that the Play1Click method catches an exception
class called EMCIDeviceError. All VCL exception classes begin with the letter
E, so this class might be more readily comprehended as the MCIDeviceError
exception class, used to raise exceptions that occur when using the TMediaPlayer
control.
NOTE: The TMediaPlayer control
is a wrapper around the now somewhat old-fashioned Windows Media Control Interface,
or MCI--hence the name MCIDeviceError. As you will see, BCB can also use
DirectX, DirectMovie, and other advanced multimedia APIs made by companies such as
Apple or Intel. In fact, BCB can use any API that works in Windows, but this particular
example happens to use the MCI, which is more than adequate for the task at hand.
As will be explained in depth in Chapter 4, "Events," the following
code gives you access to a variable named E, of type EMCIDeviceError:
catch(EMCIDeviceError &E)
As you will see in Chapter 3, you can use E to call a number of methods
of the EMCIDeviceError class. One of these methods is called Message,
and it returns a human-readable string that can be displayed to the user. I include
this string in the text I show to the user, but I add other information including
a potential response to the error.
A Brief Introduction to AnsiStrings
One pair of lines that have surely caught your eye by this time are the ones that
use a new, BCB-specific class called AnsiString:
AnsiString S("\rUse the File | Open menu item to select an AVI file.");
ShowMessage("Bummer: " + E.Message + ". " + S);
The AnsiString class is explained in depth in Chapter 3. For now, all
I will say is that it provides a type of string that is fully compatible with the
Object Pascal strings used by the VCL. In particular, the AnsiString class
overrides the + operator to support concatenating strings. Underneath it is a simple
string class that most likely calls strcat in one of its methods. The use
of operator overloading and several other techniques makes it look and act like a
Pascal string.
Though it is tempting to use either plain NULL-terminated strings, one
of the string classes from the STL, or one from some other library, you
will find that I use AnsiStrings almost exclusively in the code that accompanies
this book. The primary reason for this is their compatibility with the VCL. However,
I am also drawn to their safety and ease of use.
Two-Way Tools: Changing Properties
at Runtime
The code in the ChangeBackgroundClick method shows how you can manipulate
properties either in code, or via the Object Inspector:
void __fastcall TForm1::ChangeBackground1Click(TObject *Sender)
{
AnsiString RootDir(ParamStr(0));
AnsiString SaveDir = OpenDialog1->InitialDir;
AsiString SaveFilter = OpenDialog1->Filter;
OpenDialog1->InitialDir = ExtractFilePath(RootDir);
OpenDialog1->Filter = "Picture | *.bmp";
if (OpenDialog1->Execute())
{
Image1->Picture->LoadFromFile(OpenDialog1->FileName);
Image1->Stretch = True;
}
OpenDialog1->InitialDir = SaveDir;
OpenDialog1->Filter = SaveFilter;
}
This code changes the InitialDir and Filter properties of the
TOpenDialog object at runtime. At first, you might suspect that the only
way to manipulate a BCB component is through the Object Inspector. However, everything
that you can do visually with BCB also can be done in code.
Of course, I could have saved time writing some code here by placing two TOpenDialog
controls on the form. However, I do things this way so that
- You can see how BCB's two-way tools work. You can do things two ways: You can
write code, or you can do things visually.
- It is also a potentially more efficient use of memory not to have two copies
of the object on the form. I would, of course, have to run more tests to be sure
that this technique is really saving memory, but the point is that BCB gives you
the flexibility to do things as you think best.
The ChangeBackground1Click method first saves the current state of the
Filter and InitialDir properties. Then it changes them to values
that support the loading of a new bitmap for the background of the form. In particular,
the VCL functions called ParamStr and ExtractFilePath are used
to get the initial name of the program as it was passed to the executable by Windows.
(There is no need to parse argv; that task is already done for you by ParamStr.)
The ExtractFilePath function strips off the executable name, leaving only
the path to the directory where your program was launched. The code then assumes
that some bitmaps suitable for a background are available in that directory, which
is the case with the code that ships with this book.
The VCL and the Windows API
Notice the LoadFromFile method used to initialize the Picture
property of the TImage component:
if (OpenDialog1->Execute())
{
Image1->Picture->LoadFromFile(OpenDialog1->FileName);
Image1->Stretch = True;
}
LoadFromFile entirely hides the act of loading a bitmap into memory,
getting a handle to it, and passing it to the TImage component that can
display it to the user.
This capability of components to hide the intricacies of the Windows API from
the user is one of the VCL's key strengths. It would be a mistake, however, to view
components as black boxes. They are no more black boxes than in any other object
you would find in OWL, MFC, or any other OOP library. The whole source to the VCL
ships with most versions of BCB and is always available from Borland.
NOTE: The fact that the VCL is in Pascal
should not be a great hindrance to most BCB programmers. If you examine the actual
source files, you will find that they consist primarily of calls to the Windows API
and of calls to other portions of the VCL. Because BCB programmers work with the
VCL all day, they should have little trouble reading calls to the VCL that happen
to be wrapped in begin..end blocks rather than curly braces. Furthermore,
a Windows API call in Object Pascal looks almost exactly like a Windows API call
in C++. There is no significant difference in their appearance or performance, as
long as you are not confused by minor differences such as the appearance of a :=
operator where you expect to see a simple = operator. In Chapter 2, "Basic
Facts About C++Builder," I will show how you can step into the Pascal code of
the VCL with the debugger.
Even more important than the presence of the source to the VCL is the fact that
you can use BCB to create your own components. If you see yourself as primarily as
a system hacker who wants to be close to the Windows API, you can get as close as
you want while creating your own components. In fact, BCB allows you to use the Windows
API at any time, and in any way you want.
Needless to say, good VCL programmers use components whenever possible, because
they are so robust. If you need to drop to the Windows API, it is often a good idea
to wrap up the resulting code in a component and then share it with or other programmers--or,
if you prefer, sell it to other programmers.
Tools like Visual Basic or PowerBuilder gave people the mistaken impression that
RAD was innately slow and perhaps designed for programmers who didn't really know
how to write "real" code. Delphi put the lie to that misconception, but
it had to struggle uphill against ignorant prejudices concerning Object Pascal. BCB
is not as fully encumbered by that weight as Delphi, and it will show everyone who
cares to listen that the fastest way to build small, tight, robust OOP-based programs
is through RAD.
Writing RAW Windows API Code with
BCB
Having ended the last section on a rather provocative note, it's perhaps time
to show the more technical side of BCB programming. The WinAPICode program shown
below is written entirely using raw Windows API calls. There are no objects in this
program; instead, everything is done in a manner similar to the one Petzold used
back when Windows programming was just getting started.
The code shown here does not follow Petzold exactly, in that I use Windowsx
and STRICT to help make the code more readable, more maintainable, and more
portable. The basic approach, however, is tied very closely to the Windows API. For
instance, I have a real WndProc and message loop, and I make calls to old
standbys such as CreateWindow, ShowWindow, UpdateWindow,
and RegisterClass. The code itself is shown in Listing 1.3.
Listing 1.3. Standard Windows API
program that compiles unchanged in BCB.
///////////////////////////////////////
// File: WinAPICode.cpp
// Project: WinAPICode.cpp
// Copyright (c) 1997 by Charlie Calvert
#define STRICT
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <windowsx.h>
#pragma warning (disable: 4068)
#pragma warning (disable: 4100)
static char szAppName[] = "Window1";
static HWND MainWindow;
LRESULT CALLBACK WndProc(HWND hWindow, UINT Message,
WPARAM wParam, LPARAM lParam);
BOOL Register(HINSTANCE hInst);
HWND Create(HINSTANCE hInst, int nCmdShow);
// ===================================
// INITIALIZATION
// ===================================
//////////////////////////////////////
// The WinMain function is the program entry point.
// Register the Window, Create it, enter the Message Loop.
// If either step fails, exit without creating the window
//////////////////////////////////////
#pragma argsused
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance,
LPSTR lpszCmdParam, int nCmdShow)
{
MSG Msg;
if (!hPrevInstance)
if (!Register(hInst))
return FALSE;
MainWindow = Create(hInst, nCmdShow);
if (!MainWindow)
return FALSE;
while (GetMessage(&Msg, NULL, 0, 0))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
//////////////////////////////////////
// Register the window
//////////////////////////////////////
BOOL Register(HINSTANCE hInst)
{
/* You can use WNDCLASSEX and RegisterClassEx with WIN32 */
WNDCLASS WndClass;
WndClass.style = CS_HREDRAW | CS_VREDRAW;
WndClass.lpfnWndProc = WndProc;
WndClass.cbClsExtra = 0;
WndClass.cbWndExtra = 0;
WndClass.hInstance = hInst;
WndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
WndClass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
WndClass.lpszMenuName = NULL;
WndClass.lpszClassName = szAppName;
return (RegisterClass(&WndClass) != 0);
}
//////////////////////////////////////
// Create the window
//////////////////////////////////////
#include <wtypes.h>
__RPC_FAR Sam()
{
return 0;
}
HWND Create(HINSTANCE hInstance, int nCmdShow)
{
HWND hWindow = CreateWindowEx(0, szAppName, szAppName,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, hInstance, NULL);
if (hWindow == NULL)
return hWindow;
ShowWindow(hWindow, nCmdShow);
UpdateWindow(hWindow);
return hWindow;
}
// =====================================
// IMPLEMENTATION
// =====================================
#define Window1_DefProc DefWindowProc
void Window1_OnDestroy(HWND hwnd);
//////////////////////////////////////
// The window proc is where messages get processed
//////////////////////////////////////
LRESULT CALLBACK WndProc(HWND hWindow, UINT Message,
WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
HANDLE_MSG(hWindow, WM_DESTROY, Window1_OnDestroy);
default:
return Window1_DefProc(hWindow, Message, wParam, lParam);
}
}
//////////////////////////////////////
// Handle WM_DESTROY message
//////////////////////////////////////
#pragma argsused
void Window1_OnDestroy(HWND hwnd)
{
PostQuitMessage(0);
}
This program looks like, and indeed is, an old-fashioned Windows program from
back before the days of the object frameworks such as OWL or the VCL. It will, however,
compile unchanged in BCB. In fact, I did not have to change any of the code or any
of BCB's compiler settings in order to create this program.
To get started producing this code from scratch, open up BCB and start a new project.
Go to View | Project Manager and remove Unit1 from the project. Now save
the file to a directory created specifically for this program.
TIP: I believe you should always create
unique directories for each program you create. If you do not take this step, you
will never be able to keep the files from this program sorted from files used by
other programs you create. To not put a BCB project in its own directory is to go
face to face with the forces of chaos.
Go to the View menu again and choose the Project Source menu item. Strip out all
the code created for you by BCB and replace it with the code shown above. You are
taking control of this project and don't need any help from the BCB or its rudimentary
code generation processes.
In the next chapter I will explain in some depth why BCB should not be considered
a code generator, a CASE tool, or anything of the kind. I do, however, feel that
BCB is primarily an IDE-oriented tool. In this one case, it would not matter much
whether you wrote the code inside the IDE or from the command line. However, BCB
code is meant to be written, and your programs are meant to be designed, inside the
IDE.
This is not the place to get into a lengthy explanation of how the WinAPICode
program works. If you are truly curious, it is taken nearly verbatim from one of
the early chapters of my book called Teach Yourself Windows 95 Programming, published
by Sams Publishing. That book covers raw Windows API programming, which is an invaluable
skill, even for BCB RAD programmers. However, unraveling the secrets of the Windows
API is not the goal of this current book, so I will merely point out a few key passages
from the program.
The following code shows the message loop for the WinAPICode program:
while (GetMessage(&Msg, NULL, 0, 0))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
This is the engine that drives the program, but it is unlike any of the code you
see in a standard BCB program. It is not, however, any different from the message
loop that appears inside the VCL. I will show you how to step into the code that
contains that loop in Chapter 2.
At first, the following code also looks completely foreign to the BCB paradigm:
LRESULT CALLBACK WndProc(HWND hWindow, UINT Message,
WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
HANDLE_MSG(hWindow, WM_DESTROY, Window1_OnDestroy);
default:
return Window1_DefProc(hWindow, Message, wParam, lParam);
}
}
It would, however, be a mistake to assume the VCL knows nothing about Windows
procedures. In fact, you can add code to your BCB programs that gets called every
time the WndProc for your program or any of its forms gets called. Once
again, I am in danger of wandering too far afield, but if you open up Forms.hpp
from the include/VCL directory, you will find the following declaration:
virtual void __fastcall WndProc(Messages::TMessage &Message);
This call is one of the methods of TForm. As you can see, it is declared
virtual, so you can override it in any of your own programs if you want. By doing
so, you place yourself directly inside the window procedure for your form. This is
an extremely powerful technique, but is one that most programmers will never need
to utilize. However, it is good to know that it is available if you need it. I give
an example of how to override this method in Chapter 4.
NOTE: The TMessage structure
that is passed to the WndProc method of TForm contains all the
fields that are passed to a standard Windows procedure:
struct TMessage
{
unsigned int Msg;
union
{
struct
{
unsigned short WParamLo;
unsigned short WParamHi;
unsigned short LParamLo;
unsigned short LParamHi;
unsigned short ResultLo;
unsigned short ResultHi;
};
struct
{
long WParam;
long LParam;
long Result;
};
};
};
All the information is there, if you need it. However, my point is that there
are few cases in BCB programming in which it is necessary to get down to this level.
Once again, this subject will be taken up later in greater depth. In particular,
I discuss TMessage and related structures in Chapter 4.
In this section of the chapter, I have shown that BCB allows you to get down to
the raw Windows API level if you want. There is, of course, nothing involving the
Windows API you cannot do in BCB, just as there was nothing involving the Windows
API that you could not do in either BC5 or Delphi. It would be silly and fruitless
to try to hunt for exceptions. Callbacks, pointers to pointers, COM, whatever it
is you want to do; BCB is up to the challenge. My point in this section is simply
to show the great technical depth of this product.
The DynamicButton Program
The DynamicButton program, shown in Listing 1.4, demonstrates how to use code
to do all the same tasks you would normally do with the visual tools. Needless to
say, I am not showing you this program as an example of how to program VCL projects.
Instead, I want to broaden the common base of understanding regarding the way the
VCL works. The goal is to demystify the visual tools so that you can see that they
do nothing magical or special but only execute code in the background automatically,
so that you are spared the laborious task of writing the same lines of code over
and over again.
Listing 1.4. The header for the
DynamicButton program.
///////////////////////////////////////
// File: Main.cpp
// Project: DynamicButton
// Copyright 1997 by Charlie Calvert
#ifndef MainH
#define MainH
#include <vcl\Classes.hpp>
#include <vcl\Controls.hpp>
#include <vcl\StdCtrls.hpp>
#include <vcl\Forms.hpp>
class TForm1 : public TForm
{
__published: // IDE-managed Components
TButton *CreateDynamicButtonBtn;
void __fastcall CreateDynamicButtonBtnClick(TObject *Sender);
void __fastcall DynamicClick(TObject *Sender);
private: // User declarations
TButton *MyButton;
public: // User declarations
virtual __fastcall TForm1(TComponent* Owner);
};
//--------------------------------------------------------------------------
extern TForm1 *Form1;
//--------------------------------------------------------------------------
#endif
Listing 1.5. The Main source
file for the DynamicButton program.
///////////////////////////////////////
// File: Main.cpp
// Project: DynamicButton
// Copyright 1997 by Charlie Calvert
#include <vcl\vcl.h>
#pragma hdrstop
#include "Main.h"
#pragma resource "*.dfm"
TForm1 *Form1;
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
void __fastcall TForm1::DynamicClick(TObject *Sender)
{
AnsiString S("As you can see, I have an event associated with me. "
"Also, you can see the other button on the form has been "
"grayed out. Charlie explains all this in Chapter 1 of "
"the book. ");
ShowMessage(S);
}
void __fastcall TForm1::CreateDynamicButtonBtnClick(TObject *Sender)
{
MyButton = new TButton(this);
MyButton->Parent = this;
MyButton->Caption = "Push me: I'm a Dynamic Button";
MyButton->Width = 250;
MyButton->Show();
MyButton->OnClick = DynamicClick;
CreateDynamicButtonBtn->Enabled = False;
}
Here is code that creates a button dynamically:
MyButton = new TButton(this);
MyButton->Parent = this;
MyButton->Caption = "Push me: I'm a Dynamic Button";
MyButton->Width = 250;
MyButton->Show();
MyButton->OnClick = DynamicClick;
CreateDynamicButtonBtn->Enabled = False;
The first two lines of code duplicate what happens when you drop a component on
a form. First, the button is assigned an owner that will take care of memory allocations.
Next, the button is assigned a parent, so that Windows will know what surface to
draw the button on.
The last sentence contains a very important point. The VCL never does anything
more than call standard Windows API functions. It's not as if these objects completely
take over Windows and do things mysteriously in some dense black box that cannot
be understood. Instead, they wrap simple Windows API calls or wrap entire Windows
API classes, such as the button class. Underneath, you just have the same old button
that you see in any standard Windows program. The job of the VCL is simply to make
it easy for you to use these standard buttons.
The code then sets the Caption and Width for the component.
If you wanted, you could also have set the Left, Top, and Height
properties of the component.
To make the component visible, simply call its Show method. This will
ensure that the object is made visible to the user.
The next-to-last line of code in the method sets up an event handler:
MyButton->OnClick = DynamicClick;
This line of code is comparable to double-clicking a button at design time to
set up an OnClick event handler. As you will see in Chapter 4 the whole
delegation model is based on the simple task of assigning a method pointer to a method.
Right now it is not terribly important that you understand how events work. Instead,
I just want to show you that you do the same things in code that you do with visual
tools. In particular, you can create components dynamically, assign values to their
properties, and set up events. This is what RAD is all about; the VCL environment
makes it easy for you to do these things with visual tools, and the code shown here
demonstrates how to do the same task in code.
The only key piece of the RAD puzzle not demonstrated by this program is the art
of making components. But that truly is a more complicated subject, and one that
I will broach only at the appropriate time.
In the last few sections of this chapter, you have seen a number of programs that
demonstrate key features of BCB. I have shown you these programs not so that you
can understand them in their entirety but as an introduction to the VCL and to the
material covered in this book.
During the course of Chapter 2, the core technical content of this book will be
introduced bit by bit. By the time you reach Chapter 3, the story will be in full
swing, and it will not let up until the last page. The remainder of this chapter,
however, provides overviews of important matters of general interest.
On the Structure and Contents of
This Book
I will now go on to give an overview of the contents of this book, as well as
highlight certain ideas and programming techniques that permeate most of the rest
of the text. Few of the ideas presented in the rest of this chapter are of earth-shattering
importance, and you are free to skip them if you are in a hurry. I include them here
only to help clarify my purposes in this book and to create a common foundation for
the ideas on which the rest of this text will build.
Program Builders Versus Component
Builders
An important distinction can be made between people who do low-level work and
people who build entire programs. For the moment, let me call the people who do low-level
work component builders or tool vendors, and those who do high-level work program
builders or program designers.
Suppose you are a program builder and you develop a need to convert files of type
PCX to type GIF. There are two things you can do:
- 1. You could find a book on file formats and start writing the code for
converting PCX files to GIF files.
2. You could search the Net, bookstores, and vendors, such as Programmer's
Paradise (www.pparadise.com), for components,
objects, or libraries that will do this for you.
Here is the moment of truth. What do you want to be: a component builder or a
program builder? Most programmers do a little of both, but there comes a time when
you have to decide which camp you will call home. You might think that you live in
both worlds, but the odds are against it!
Stop and think for a moment about the PCX-to-GIF creation tool. Here are some
of the factors you need to take into account:
- 1. You can't just assume there is only one version of the PCX and GIF
file format. Both standards have been around for a long time, and there are undoubtedly
several versions of each format.
2. You can't just work with 16-bit color files; you need to be prepared for
8-bit, 16-bit, and 24-bit color--at a minimum! And don't forget that new formats
might come out, so you might have to update your code!
3. You have to create code that is reusable and maintainable. You can't just
throw this code together. What happens if you need to add a new format to your program?
What happens if you need to move from 32-bit Windows to 16-bit Windows? What if you
wanted to start supporting OLE automation? You have to structure your code so it
can be maintained.
4. Think long and hard about bugs. How clean is your code going to be? What
about corrupt PCX files? How about testing on a wide range of systems? What about
all the different size bitmaps people might want to make. What if you find that your
code works fine under most circumstances, but all of a sudden a user from Germany
complains that he wants 1152x864 size bitmaps and that your code is messing up the
last 20 rows of pixels. You tested 1024x768, 800x600, and 640x480 bitmaps, but you
never thought about 1152x864 bitmaps. In fact, you didn't even know that this was
a standard screen size supported by Windows 95 and used by lots of people all over
the world! Where are you going to find a computer that can even show screens at that
resolution?
Take all the points listed above into consideration. How long is it going to take
you to create code that is at least reasonably bug-free and safe? One week? Well,
that's probably optimistic. Maybe two weeks? Well, possibly, if you are very good,
and if you add in maybe one week more for bug fixes. But let's be realistic. For
many programmers, a job of that size might take a month, or even two. That's just
to release the beta. Then you enter into another month or two of testing, bug fixing,
and updating.
Now, how long is it going to take you to find a component that does the same thing?
Maybe you could get one in an hour on the Internet. It might even be free, and it
might even come with source. Maybe you will have bad luck--and it might take five
hours to find the code, you have to pay some shareware low-level stud $50 for it,
and all you get are the binaries. (Bad sign. You want that source code!) Or maybe,
worst-case scenario, you can't find the code out there anywhere on the Net, and you
have to go to Programmer's Paradise (1-800-445-7899, www.pparadise.com)
and actually buy the code for some big-time $150 to $200 expenditure!
Think: $150 now, plus three hours to learn the product, means I could have this
portion of the code written by tomorrow at noon. Or, maybe I should do it myself
and spend four weeks on the project. Four weeks of work is 4x40 hours a week; that's
160 hours. Now suppose the following:
- 1. I'm a hotshot consultant being paid $100 an hour for my work. 160 hours
times $100 is $16,000.
2. I'm a struggling corporate type being paid $25 an hour. 160 hours times
$25 is $4,000.
3. I'm a hotshot housewife hacker who has three shareware products on the
market. My husband is complaining about being a computer widower, but he kind of
likes the extra $15,000 I brought in last year with my products. A month or two of
weekends and weeknights hacking the PCX format might finally force a real domestic
crisis! After all, there would be no time for dinners out and no time for movies
or concerts. Just that darn GIF format! Or, maybe I should just bite the bullet,
buy the software tools for $150, and maybe skip having dinner and a movie out this
one week. Which is worse, another shoot-out at the domestic corral or maybe that
one painful $150 expenditure?
My point here is that being a low-level programmer is not necessarily the intelligent
thing to do any longer. It used to be that all the smart people learned to hack the
low-level code, and their effort made them very successful. Now, however, the smart
people find ways to avoid writing the low-level code!
Of course, if you work day in and day out with components, you need to know how
to build them as well as use them. This book will teach you enough about components
to show how to create them when you need them. I will cover all the key areas, including
the major sticky points that trip up beginners. However, I will not focus on the
subject to the exclusion of other, perhaps more important, themes.
The Case for the Low-Level Programmer
The majority of readers of this book will fit into the program builder, component
user category. Of course, there are others who will want to take the opposite tack.
These are the programmers who want to make programming tools for a living. In particular,
if you think about the facts I've outlined above, it must be obvious that there is
a market for people who build programming tools.
It happens that I spend a good deal of my professional life talking to programmers
who build tools for a living. I've been working at Developer Relations at Borland
for several years now. The primary job of Developer Relations is to work with independent
software vendors (ISVs) who build tools that can be used with Borland's programming
tools.
During my years at Developer Relations, I have met many people who build programming
tools for a living. Some of them work alone, some of them work for small companies,
and some of them work at large companies and build tools on the side as a moonlighter.
Many of them work part-time as writers, part-time as consultants, and part-time as
tool vendors.
I understand that there is a thriving market for tool vendors. In fact, I want
to say as loudly as possible that if you want to build tools for a living, that is
certainly a reasonable goal. It is not necessarily an easy way to make a living and
not necessarily a very romantic way to make a living, but it can be done.
The trick, however, is not to get caught in some never-never land between being
a program developer and a component or tool developer. Don't start to build a program
and then end up spending months building the tools you want to work with! In that
way lies madness!
This book shows quite a bit about how to build components, and how to add component
editors and property editors to your tools. However, if you want to work full time
on components, you should use this book as a starting point and then go on to read
Delphi Component Design, (Addison Wesley, by Danny Thorpe) and Delphi Components,
(Coriolis Group, by Ray Kanopka). These guys work in Object Pascal, but they take
the VCL down to the bare metal. Of course, I've read those books, so many of the
hot techniques these authors cover will be included here. But as a rule, this book
is about program building, not about tool building!
Though I cover components in considerable depth, this book is aimed primarily
at program builders. Whether you create shareware, work for a corporation, or work
as a consultant, the goal of this book is to show you how to use components to create
programs.
I will definitely take time to talk about the Web, about what's on the Web, and
about how to find things on the Web. I will talk about companies like Programmer's
Paradise. I will show you what is available, and I will supply many tools on the
CD that comes with this book.
Types of Technical Books
There are three types of technical writing commonly used today:
Reference: These texts contain lists of information. For instance, a common reference
book might contain a list of functions in one or more APIs. The reference would state
the name of the function, where it can be found, its purpose, and its parameters.
Tutorial: These texts step you through a process. For instance, a tutorial might
explain how to create a form by walking you through the process one step at a time.
Here is some sample text from an imaginary tutorial: "First create a new form.
Now drop a button on the form and use the align dialog to center it at the bottom
of the window."
Discursive (explanatory): A discursive, or explanatory, text attempts to explain
a concept in plain English. These texts work with concepts and theories and frequently
attempt to take complex subjects and explain them in clear, easy-to-understand language.
This book uses all three of the techniques described above, but my primary emphasis
is on the third. The decision to focus on this third technique is in part a natural
consequence of my own talents and inclinations. However, I have also spent considerable
time thinking about how to write technical books, and I have concluded that the discursive
technique is the best one to use when explaining complex material such as a compiler.
The problems I have with reference books include the following:
- They are intensely, even painfully, boring to read.
- They present material on paper, even though reference materials are perhaps best
kept in online help files. In other words, I think reference texts are slowly being
moved from paper to binary format, because binary formats allow the users to search
quickly for the specific information they need.
- There is no question that some reference books are invaluable; but as a rule,
this technique is not useful when trying to teach someone a new language or product.
Reference books don't teach people anything; they are simply a useful tool that can
aid a programmer.
For some reason, tutorials are a favorite technique among managers. They appear
to be a shortcut to a particular end, and like downsizing, they seem to promise easy
profits with little work. Indeed, like layoffs, one can gain a lot from a tutorial
in a short period of time. However, tutorials are plagued by the following problem:
- They are brutally boring, though not quite as mind deadening as a reference.
You usually know where a tutorial is headed, so there is little sense of surprise
or anticipation.
Tutorials force you to constantly move back and forth between a text and your
computer. This is a very uncomfortable thing to do. You read a sentence, try something
on your computer, and then try to find your place in the text again, only to be immediately
torn away and forced to find your train of thought onscreen. I find this an extremely
unpleasant and distracting process that I have never managed to pursue for more than
an hour at a time. Usually, I find some excuse to escape from a tutorial after about
10 or 15 minutes.
Discursive, or explanatory text, has the following advantages:
- It teaches you the theory behind an idea. After you understand the theory or
the concepts behind an idea, you can perform the entire action on your own, unaided.
A tutorial might step you through 30 moves to show how a single concept works. Conversely,
if you grasp a single concept correctly, you can usually intuit the entire 30-step
process needed to bring it to fruition.
- You can read a discursive text straight through without interruption. You need
not read a few sentences, go to your computer, and then come back to your text. You
can concentrate first on the text and then on the computer, which is more pleasant
and palatable.
- Discursive text has some intellectual tension inherent in it, which can, at least
on occasion, make it enjoyable to read. For instance, a discursive text can pose
a problem and then take you on a small, intellectual excursion while you learn the
solution to it. When a matter is posed in this way, the reader has his curiosity
peaked and then gets a chance to, as it were, solve the problem with the writer of
the book. This creates intellectual tension, excites curiosity, and gets the reader's
mind working. In other words, a discursive text can be useful because it is interesting
to read, whereas references and tutorials tend to gather dust simply because they
are so dreadfully boring.
Once again, I want to emphasize that I use all three techniques in this book.
There are many miniature tutorials in this text, and on occasion I will allow my
prose to degenerate into a reference if I feel it is helpful. As a rule, however,
I try to make this text as interesting as possible and provide you with a book that
is at least somewhat compelling to read.
In particular, I am much taken by the power of computer languages and by the intellectual
excitement inherent in the act of programming. It's fun to program, and writing code
is one of the most intellectually engaging tasks I know. If a subject is this interesting,
the text written about it should also capture some of that excitement. The Internet,
GDI, DirectX, OLE, and other topics are innately interesting, and I write about them
with as much energy and enthusiasm as they engender in the best programmers.
Programming Theory
In keeping with the discursive theory of writing, this book tries to encourage
the development of general solutions to technical problems. In short, when solving
problems, I often find solutions that work in one instance, but that aren't applicable
to general instances. My goal in this book is to look beyond single instances to
find the common threads that run through a particular type of programming problem.
To grossly oversimplify the matter, consider the following function:
int AddTen(int Value)
{
return Value + 10;
}
This function adds 10 to whatever number you pass into it.
Now consider the following function:
int Add(int Value1, int Value2)
{
Result = Value1 + Value2;
}
This function adds two numbers together.
The first function presented above solves one specific problem. The second function
solves a general class of problem.
When reduced to an example as simple as the one shown above, it would seem like
programmers would always opt for general solutions rather than specific ones. The
second function requires two parameters rather than one, but it obviously has considerably
more power. As a result, most programmers would choose it over a function like AddTen,
which has less flexibility and less power.
Of course, in the real world, there is a much greater temptation to select specific,
rather than general, solutions. Some problems are hard to find general solutions
for, and as a result, programmers tend to find simple solutions that solve the immediate
problem, rather than looking for a more general solution. However, the key point
here is that general solutions can be reused, whereas specific solutions are generally
good for only one try. It is therefore usually worthwhile spending extra time trying
to find general solutions whenever possible. It is also often worth using up one
or two clock cycles on a general solution rather than constantly writing custom solutions
tailored to speed up individual tasks. In other words, I often prefer a general solution
that takes up 50 clock cycles to a hand-crafted solution that takes up 40 clock cycles.
Throughout this book, I often take the time to find general solutions to problems.
Sometimes this will make it appear that I am going the long way around when doing
something. For instance, the first example above is briefer, more concise. It takes
only one parameter rather than two. Isn't it therefore better, more highly optimized,
than the second example? Well, in a word, no. Sometimes it's better to write a little
more code in order to save room in the long run. One method with two parameters is
better than 50 methods with one parameter, even if at first it appears to be the
long way around.
About Comments
I tend to avoid using comments in my programs. However, I will occasionally jot
notes at the top of a module or right before a potentially complicated or confusing
procedure.
I am adamant about not including comments inside a block of code or inside a class
declaration, except under the most extreme and unusual circumstances. Code is hard
enough to read as it is, but adding comments to the middle of a block of code leads
to the worst kind of cognitive dissonance.
As a rule, I limit comments to single block before the implementation of each
method, or a longer section at the top of a module. This way, you can view the code
without having to simultaneously wrestle with reading comments. When you need the
comments, you can scroll up to find them.
RAD Versus the Command Line
Some long-term C programmers find themselves shying away from BCB's components,
experts, and other visual programming tools. Indeed, there was a time when it made
sense for some programmers to eschew fancy environments and to stick to a "command-line
ethic" that involved working mostly with simple text editors and the Make utility.
After all, there was a time when the IDE merely helped to simplify the effort involved
in learning certain tasks. During that phase, the IDE did not necessarily speed up
or improve development; it just made things easier. BCB, however, actually brings
tools to the table that outperform anything you can do from the command line.
If you have decided to work in BCB, you have, in a sense, crossed the Rubicon.
There is no point in going back to the old command-line way of thinking. BCB is a
rapid application development tool, and the correct attitude is to find ways to increase
your ability to utilize the IDE, and even to come up with suggestions for how the
Borland team can improve the IDE. In fact, you can even create your own experts that
will improve the IDE itself.
One of the burdens of this book is to convince even the most recalcitrant command-line
programmer that RAD programming, when done right, is every bit as technical and every
bit as macho as the old "all I need is Brief and a makefile" way of viewing
programming.
NOTE: Brief is an old text-based editor
that has always been very popular in the C programming world. Makefiles, of course,
are still used in Builder. However, there is rarely a reason why BCB programmers
should ever need to write or edit a makefile themselves. BCB uses the make syntax
primarily because it is a convenient, text-based way to manage projects. Some members
of the BCB team prefer text-based project management to the kind of binary file currently
used by Microsoft, and previously used by the Borland C++ products.
The point I'm making in this section is not that programmers should give up the
old, hard-core systems view of programming. All of that is very much a part of good
RAD environments such as BCB. Everything that you know about the Windows API, assembly
language, and the art of memory management applies just as much to BCB as it did
to BC5 or MSVC. Good systems programmers are as badly needed in BCB as they were
in BC5.
What, then, is the difference between programming BCB and programming BC5 or VC++?
One thing that has changed is the number of people who can play the game. In BC5,
only a relatively small set of programmers could make the grade. With BCB, more people
can manage to acquire true competency in the product.
BCB programmers are divided into two groups. There are the expert system programmers
who spend most of their time designing objects and creating components. The second
group of programmers are the consumers of these components. It often takes a great
deal of skill to create the components, and considerably less skill to use them.
Of course, in many cases, the same programmer will be both a creator and a consumer
of components. This means some of the time you will have your systems programmer
hat on, and some of the time you will just be a RAD programmer who produces programs
in an incredibly short period of time.
The beauty of BCB is that it allows you to wear both hats. When you need to be
productive, you can use BCB to put programs together faster and with more ease than
any Visual Basic programmer. At other times, you can get back into that command-line
ethic and dig into the Windows API, into the system's code.
My personal belief, however, is that 95 percent of the time, the command-line
ethic should just be a metaphorical view of the world. You shouldn't literally program
at the command line with Brief and a series of makefiles. BCB is bringing that world
to a close. But you want to hang onto that tough "I'm a real programmer"
attitude. That's something that's very much a part of the BCB programming world.
One final word, just to avoid any misunderstandings: You will find that at times
I do program from the command line, and I will discuss techniques for doing so with
BCB. In other words, I am an advocate of hard-core Windows API system programming.
I have spent much of my C/C++ programming career working from the command line with
Brief and a series of makefiles. I believe in that heritage, but I think it is important
to recognize the sea of change that BCB is introducing into the programming world.
BCB is a RAD tool based inside an IDE, not at the command line.
Of course, part of the fun of the programming world is that it allows people to
maintain a sense of identity. I'm sure there will be some successful programmers
who never come over to the RAD way of thinking. I'm not saying "Beware, your
career is toast unless you get this new visual programming paradigm!" That's
not my point at all. However, there is something pretty important going on here,
and like Dylan's Mr. Jones, you'll probably be better off if you figure out what
it is.
On Builder's Object Pascal Origins
BCB is an unusual product in that it is a C++ tool built on top of an Object Pascal
object framework called the Visual Component Library, or VCL. In fact, all of the
VCL, and almost all of the IDE, is written not in C++, but in Object Pascal.
The reason for this unusual structure is simply that BCB is built on top of the
architecture for the successful Object Pascal-based Delphi product. Delphi solved
many of the difficult architectural problems inherent in creating a high-performance,
compiled, object-oriented language that could be elegantly hosted in a RAD development
environment. It was natural to build BCB on top of this framework, even though it
is C++-based and Delphi is Object Pascal-based.
I am well aware of the fact that, for many people, BCB's Object Pascal heritage
will be considered a rather serious drawback. For many programmers, a reliance on
Object Pascal immediately implies that the product must be both slow and somehow
crippled. This is a natural position for a C++ programmer to take, and for those
who have never been exposed to Object Pascal, it is perhaps the only possible conclusion
to reach.
It happens, however, that I have two great loves in the programming world: C++
and Object Pascal. This puts me in a somewhat unusual position, which is often rather
awkward. However, it does give me good credentials for writing this book, and hopefully
it qualifies me to at least attempt an explanation of the true nature of the relationship
between BCB and Delphi, and between C++ and Object Pascal.
As a big fan of both Object Pascal and C++, I want to take a few moments to clear
up some commonly held opinions that I regard as erroneous. Some of the most important
of these misconceptions I can simply list in a few short sentences:
- There are many people who think that C++ is better than Object Pascal because
it is faster. This is simply untrue. There is no significant difference in speed
between the two languages. For instance, the 32-bit version of Delphi uses the same
compiler as Borland C++ 5.0 and as BCB itself. Both languages produce the same code;
they just express the ideas behind the code somewhat differently. The equality of
speed between the two products was equally true in Borland's Windows and DOS implementations
of C++ and Object Pascal. This does not mean that you won't find particular cases
in which one product is faster than another, but the overall trend is toward two
products that have the same performance level.
- It is also untrue that C++ produces smaller, tighter code than Object Pascal.
In fact, the advantage in this particular issue probably resides with Object Pascal.
- There are many people who think there are limitations inherent in Object Pascal
that make it incapable of performing certain functions. This is also completely untrue.
For instance, many people simply assume that you can't express the idea of a pointer
to a pointer in Object Pascal. To those who know Object Pascal, the very idea of
this objection is ridiculous. Of course, you can express that concept or any other
fundamental programming concept in Object Pascal. It's a general purpose programming
language just like C++. It's not an innately limited language like Visual Basic.
- Some people think that the Pascal language stopped growing in 1970. Object Pascal
is not your father's Pascal any more than C++ is the same language that Kernighan
and Ritchie invented those many long years ago, back when the earth's crust was still
cooling. In fact, Object Pascal is a much more dynamic language than C++, and it
has changed to adopt to the latest programming developments in a way that C++ cannot
hope to change, due to the nature of its committee.
Okay, so some of the objections to BCB's reliance on Object Pascal can be eliminated.
It does not have an effect on the speed or size of the executables you produce. In
fact, if the whole product were written in C++, the code produced by BCB would not
be any smaller or faster. Nor does the reliance on Object Pascal mean that BCB is
innately incapable of performing certain functions. You can do anything in Object
Pascal that you can do in C++, so the VCL is every bit as flexible and powerful as
a C++ framework.
Does this then mean that there are no drawbacks to BCB's Object Pascal heritage?
Well, I would have to stop short of making quite so bold a claim. There are some
problems, some of which are more than minor annoyances, that result from BCB's heritage.
The first and most significant problem is that the VCL is indeed written in Object
Pascal, so you have no C++ source that you can peruse to find out how your object
framework is put together. This does not mean, however, that there is no source for
you to look at. The Object Pascal source ships with the product, and if you have
any understanding of Object Pascal, you should be able to read it to see what BCB
is doing in the particular cases when you really need to know. You can also link
this code into your project and step through it if you desire, as shown in Chapter
2.
You will also find that that VCL sometimes expresses concepts in a manner somewhat
foreign to C++ programmers. This can be a bit like listening to a very intelligent
foreigner speak English. What they are saying makes sense and might even be rather
eloquent; but at times their choice of words, or their word order, or just something
about their accent, betrays the fact that they are not native-born English speakers.
Ninety percent of the time, this fact might not even be noticeable, but occasionally
it will surface.
Xenophobes always tend to assume that the awkwardness they perceive in a foreigner's
speech is due to some inherent limitation in that person's culture. From my experience,
as someone who knows both C++ and Object Pascal, I find that this type of analysis
of the two languages is flawed. For instance, there are some things Object Pascal
does better than C++, just as there are some things C++ does better than Object Pascal.
And it is only natural that some people will prefer one language to the other, just
as someone might prefer French to Spanish, or vice versa. But the truth is that there
might be some things that sound wonderful in French that sound rather prosaic in
Spanish, but that doesn't mean French is better than Spanish. The issue, of course,
is that you can almost always reverse the tables by finding something that sounds
wonderful in Spanish, but doesn't sound so good in French.
In short, it's best not to judge these matters too quickly. C++ and Object Pascal
are both extremely sophisticated languages, and the marriage between them found in
BCB may prove to be a much better match than some suppose. In fact, the ability to
pull the best from both languages may prove to be an advantage for the product, rather
than a drawback!
To close this section, I should perhaps add that I am not an advocate of either
language over the other language. I like both languages equally. C++ has a richness
and syntactical fluidity that can make Object Pascal appear quite naked, and, conversely,
Object Pascal has a simplicity and elegance that can make C++ appear rather florid
and overdone.
Ultimately, I believe the only crime is to be a language bigot who assumes his
language is better than the other guy's language due to a classic case of contempt
prior to investigation. Almost all the programmers I know who are truly fluent in
the latest incarnations of both languages tend to agree with the conclusions I am
reaching here. The hardcore Object Pascal and C++ bigots that I have met are usually
only truly conversant in one language or the other. And strangely enough, it's always
the language that these people know well that they consider best!
Creating Programs Quickly
In the last days of DOS, back in the early '90s, I remember a stage where many
of the people I knew were creating great utilities that we could all use. In fact,
many of the programs that I ran day to day were utilities that I or my friends had
created in C or in Object Pascal.
The introduction of Windows soon put an end to that outpouring of great utilities.
Windows was more fun that DOS, and more interesting, but it usually took a good deal
of work to create a program that was the least bit useful.
Now, after five or six years of work, Windows is finally at the stage where programmers
can again feel as though they are productive when using common programming tools.
Using C++Builder, you can put together all kinds of useful applications in a short
period of time.
Part of the fun of programming is the ability to create your own programs for
your own needs. It's much more fun to use one of your own programs than it is to
use a program written by someone else.
C++Builder is one of the set of exciting new tools that puts the fun back in programming.
Using this tool, you can create your own applications in days or hours, rather than
in months or years. This makes our managers in our assorted corporations happy, but
more importantly, it helps us put the fun back in our own jobs.
Most programmers are in the business because they got bitten by the excitement
of this profession at some point in their careers. Most of us have been able to stay
with the fun for a long time. Some programming experiences, however, can be too much
like drudgery and too little like a good time. C++Builder helps make our careers
enjoyable. That's a very strong statement, when you come to think about it, but I
believe it to be true. The great thing about RAD is not what it does for corporations,
but what it does for you, the programmer!
Use the Source, Luke!
Some versions of BCB ship with not only the invaluable header files found in the
include directory, but also the original Pascal source to the VCL. You should
become familiar with both "sources" of information.
The key include files for BCB are in the ../BCB/include/VCL directory,
where the first part of the path references the place where you installed BCB. You
should become familiar with all of these files, but as you will see in the next two
chapters, two of the most important are the ones called sysdefs.h and dstrings.h.
My Favorite Program: Grep
BCB ships with a command-line utility program called Grep.exe. This humble
73,000-byte program is one of the most useful tools in my programming arsenal. I
use it to scan over tens of thousands of lines of source code for examples that I
can use.
For instance, suppose I have just finished reading an article on exceptions and
I want to add them to my program. Perhaps one of the first lines of code I write
looks like this:
catch(runtime_error)
Unfortunately, when the compiler reaches this line of code, it pops up a message
about runtime_error being an unknown identifier. Having been down this road
a number of times before, I know immediately what is wrong: I need to include a header
file in my project that declares runtime_error. The question, of course,
is which file is it that I need to include?
If I'm lucky, I can put my cursor over the word, press F1, and be taken to an
online example that will show me how to use the code and which files to include with
my project. However, it's quite possible that
- The online help is broken.
- The online help is incomplete.
- The online help is working and complete in this instance, but this particular
reference was apparently written in under 30 seconds by a harried individual who
at least shows signs of being under the influence of drugs that might increase a
person's production, but at the expense of his or her fundamental reasoning powers.
- The code I'm looking for is from a proprietary library that has no help file.
- I wrote the function or identifier I'm searching on myself, and therefore there
is no online help on it.
- This is a beta version of a product, and as a result the documentation is not
yet complete.
Of course, the first three options are out of the question for a Borland product--say
what?--but the last three occur from time to time. When you are stuck in this kind
of situation, Grep is one of the best ways out.
What I normally do is go down to the root include directory for BCB, and type
grep -id "runtime_error" *.h*
This command causes Grep to search over the include directory, and all subdirectories
beneath it, for the string "runtime_error", without regard to
case, as it appears in files that have an extension that begins with an H.
In particular, the -I switch says search without concern for case, and the
-d switch says search in subdirectories. I sometimes add the -l
switch, which tells Grep to just return the names of files that include the string
and not to quote any occurrences of the string:
grep -lid "runtime_error" *.h*
Here is the result of running the first command:
File STDEXCEP.H:
class RWSTDExport runtime_error : public exception
runtime_error (const string& what_arg): exception(what_arg) {;}
class RWSTDExport range_error : public runtime_error
range_error (const string& what_arg): runtime_error(what_arg) {;}
class RWSTDExport overflow_error : public runtime_error
overflow_error (const string& what_arg): runtime_error(what_arg) {;}
File STDMUTEX.H:
runtime_error,
runtime_error,
runtime_error,
runtime_error,
Here is the result from running the second command:
File STDEXCEP.H:
File STDMUTEX.H:
Needless to say, there are many times when I find it useful to Grep across the
directories for the sample programs that ship with a product, across the directories
for the Microsoft SDK, or across the sample directories in the CD for a book. For
instance, if I wanted to see not the declaration for runtime_error but the
way it is used in a program, I would Grep across sample directories, looking for
*.c* rather than *.h*.
When I am writing a book like this or when I am programming a new API with which
I am not familiar, I might use Grep as often as 10 times a day. There are, of course,
many Windows-based versions of Grep, and I'm sure there are even some available that
will integrate directly into the BCB IDE. However, I rarely use any of these tools
for long. For one reason or another, I find it simplest just to use the plain old,
humble, command-line version of grep.
If you grep across directories and get many lines in return, use the
more command to browse through one page of information at a time:
grep -id "WinINet" *.cpp | more
If you want, you can also send the output to a text file:
grep -id "Windows" *.htm > WebResults.txt
Hardware Requirements for Using
BCB
BCB needs at least 20MB of memory, and really comes into its own if you have 32MB
or more. Trying to use it on Windows NT with less that 32MB of memory is probably
too frustrating.
You should have a Pentium 120MHz or higher computer, with at least 100MB of disk
space free on the drives where you store BCB and your projects. That is 100MB free
after the installation, not before!
If at all possible, you should run at a screen resolution of 1024x768 pixels.
800x600 is probably acceptable in most circumstances, though it is far from ideal.
You can also run at 640x480, but you will spend a lot of time shuffling Windows around.
(I should know, because I use this resolution a lot when I am on the road. Its appeal
wears thin over time.)
In this day and age, you really should try to get not just a good machine, but
an ideal machine. At the time of this writing, the ideal machine is a 200MHz Pentium
Pro with 64MB of memory and a 4GB SCSI drive. The machines I wrote this book on were
120 and 133MHz Pentiums with 32MB of memory. One was a laptop with 1.2GB of hard
drive space, and my home machine has about 3GB of hard drive space. Throughout the
whole process, I was shameless enough to long for yet more power, more memory, and
more hard drive space. If Ecclesiastes were writing today, I'm sure he would have
added: "Of the longing for more MIPS, there is no end. This also is vanity and
a striving after wind."
Getting Updates for C++Builder
Unleashed
If you want to find updates for the code, you can visit my Web site at users.aol.com/charliecal.
If AOL stays afloat, and if its rates remain reasonable, it will remain my online
headquarters indefinitely. A backup site is www.supersonic.com/calvert.
I am afraid that I reserve the right not to answer questions sent directly to
my e-mail address. However, if you cannot find my Web site or if you have a bug to
report that is not addressed on my Web site, you can send me e-mail and I will attempt
to get some form of answer back to you. If you just want to say hello, to pass the
time of day, or to rag on me regarding some portion of this book, of course you should
feel free to write, and I will try to respond if at all possible.
Every effort is made to assure that the code in this book works correctly. However,
if you see something in the book that does not look exactly right, check the CD to
see if it is corrected in the electronic version. If that still doesn't look right,
check my Web site. If all else fails, send me mail.
Be sure to find the readme file on the CD and to examine it carefully. You should
find both a text-based and an HTML-based version of the readme file.
You can write me at ccalvert@wpo.borland.com,
76711.533@compuserve.com,
charliecal@aol.com, or 71601.1224@compuserve.com.
If you want to send a binary file to me via the Internet, write to ccalvert@corp.borland.com.
I tend not to answer technical questions sent to me by mail, but I can give you updates
on the location of my Web site and about where to search on the site for answers
to your question.
My Web site contains links to places of interest on the Web, including other major
BCB or Delphi Web sites and to vendors of BCB components. If you have never visited
a really hot, privately maintained, product-specific Web site, you are missing out
on one of the more valuable and interesting aspects of contemporary programming.
Programmers who can somehow carve some free time out of their schedules often create
fantastic Web sites with lots of free components, tech tips, and news of general
interest. I personally don't have time for that kind of endeavor, but I try to list
links to the most important of these sites on my Web pages.
Adapting to the Tides of Change
To sum up this introductory chapter, it might be helpful to simply focus on the
subject of change. Clearly this book is very different from most C++ programming
books. Instead of concentrating on the C++ language or on the Windows API, I am focusing
on components, databases, games, and on the Web. Furthermore, I am saying that I
am doing this because I believe this is the best, even the mainstream, way to build
programs in these waning years of the twentieth century. If I am right about all
this, that means that the programming industry is changing.
There will probably be a time when the waves of rapid change that have been washing
over the computer industry will at last subside. But for now, and for the foreseeable
future, we can look forward to change and then even more change.
C++Builder is part of one of the big waves of change that have come washing up
on our shores of late. This is a RAD-based tool with powerful component and database
capabilities. This is a more powerful tool than what we had before, but it is also
a new tool for most users, and that means we have lots to learn.
During these times of change, the only way to survive is simply to adapt to the
idea of living in a constantly shifting landscape. In fact, it's not a landscape
at all, but a shifting sea of technology that looks different depending on the flow
of the tide, the force of the wind, and the hour of the day.
Those who don't take the risk inherent in changing tools will find that others
get the jump on them. With C++Builder, most developers can turn out programs at least
twice as fast, and often three or four times as fast, as they could with Borland
C++ or Microsoft C++. Furthermore, there will be no price to pay in terms of the
size or performance of your final program. This product represents a huge change
in the way we think about programming.
The fundamental idea we need to grasp is that components are now the core around
which our programs are built. At one point it was procedures and functions; then
it was objects, and now it is components. Undoubtedly, the future will bring yet
more changes, but this is what we need to learn now.
If there is any doubt, I should perhaps add that I believe C++Builder, and its
sister tool, Delphi, are the best programming tools on the market today. They aren't
just better than Borland C++, Microsoft Visual C++, or Visual Basic, they are three
or four times better. Four or five years from now, I expect that tools like Borland
C++ and Visual C++ will play the same role in the market that Assembler plays today.
Visual Basic will probably still be widely used, but it is unlikely that it will
ever catch up with the flexibility and performance of C++Builder or Delphi.
In short, I am an extremely dedicated adherent of C++Builder. I am completely
serious in saying that I think this is the best way to program C++ in today's world.
Furthermore, I have made every effort to ensure that this book captures what is best
in this product and shows you how it can be used to create the best, cutting-edge
development tools that simultaneously impress users and solve a wide range of problems.
Summary
In this chapter you learned a few facts about BCB, and quite a bit about my approach
to writing this book. There will be a few more general-interest comments in the next
chapter, but most of the material in the remaining portions of this book focuses
on hardcore programming issues. This chapter is the place where I set the mood and
the tone for the book. The rest of the material focuses in on the core task of writing
code!
Before closing, I should perhaps point out that over the last few years, I have
spent many long hours using C++Builder's sister product, Delphi. My long experience
with Delphi means that I have, literally, more than three and one half years of experience
using a product that is very similar to C++Builder. Just how similar the two products
really are will become clear over the course of the next three chapters.
I believe that my Delphi-based experience helps me focus on what is best in C++Builder.
The opinions I have about this remarkable product have not been reached hastily.
They have been forged through years of experience.
I have now spent about six months with BCB, and I can say that it is a product
that lives up to the Delphi name, and that surpasses that product in many ways. This
is a great tool, which has really changed the way I think about writing code.
There is a lot of material to study in this book and lots of hard work ahead.
But don't be so rushed that you never take the time to see what's exciting and artful
about this product. Programming is a lot of work, but it is also a lot of fun. Right
now C++Builder exists on the cusp of what's best and most exciting in the programming
world. Learn how to use the product, but also take a little time to admire the sheer
elegance of its execution. I have found that it always pays off to take the time
to see beneath the surface of a product, to see not only how it works, but why it
works!
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