gob2 man page on YellowDog

Man page or keyword search:  
man Server   18644 pages
apropos Keyword Search (all sections)
Output format
YellowDog logo
[printable version]

GOB2(1)								       GOB2(1)

NAME
       GOB2 - The GObject Builder

SYNOPSIS
       gob2 [ option ] ...  file

DESCRIPTION
       GObject	Builder	 is  a simple preprocessor for easily creating GObject
       objects.	 It does not parse any C code and ignores any C errors.	 It is
       in  spirit  similar  to	things like lex or yacc.  In some ways it also
       resembles java.	But it is really just a simple preprocessor for creat‐
       ing GObjects for use in C or C++ and it is not a programming language.

OPTIONS
       -? -h --help
	      Display a simple help screen.

       --version
	      Display version information

       -w --exit-on-warn
	      Exit with an error code even when you encounter a warning.

       --no-exit-on-warn
	      Exit  with an error only on errors, not on warnings, this is the
	      default.

       --for-cpp
	      Generate C++ code.

       --no-extern-c
	      Never add the extern "C" to the header.

       --no-gnu
	      Never generate any code with GNU C extensions.  However all  the
	      GNU  C extensions are always wrapped in #ifdef __GNUC__, so code
	      using them compiles correctly even on non-GNU  compilers.	  This
	      option is for purists only.  (using GNU extensions some warnings
	      are eliminated, some ugly hacks and  there  is  better  argument
	      type safety, so it´s good to use them)

       --no-touch
	      Don´t  touch  output  files  unless they really changed (implies
	      --no-touch-headers).  Be careful with automake, see section PRE‐
	      VENTING SPURIOUS BUILDS.

       --no-touch-headers
	      Don´t  touch the generated header file unless it really changed,
	      this avoids spurious rebuilds, but can confuse some make systems
	      (automake in particular), so it is not enabled by default.  Pri‐
	      vate header is still touched even if unchanged however.

       --always-private-header
	      Always create a <basename>-private.h file, even if it  would  be
	      empty.

       --ondemand-private-header
	      Create the private header only if it would have something in it,
	      that is, if there are some private  data	members	 or  protected
	      methods.	This is the default.

       --no-private-header
	      Never  create a private header file.  If we use any private data
	      members, define the private data structure at the point  in  the
	      .c source where the class definition begins.

       --m4   Preprocess source with m4. Following args will be passed to m4.

       --m4-dir
	      Print directory that will be searched for m4 files.

       -n --no-write
	      Do  not  write  any output files, just check syntax of the input
	      file.

       --no-lines
	      Do not print out the ´#line´ statements into the output.	Useful
	      for debugging the auto-generated generated code.

       --no-self-alias
	      Do  not create the Self and SelfClass type aliases and the SELF,
	      IS_SELF and SELF_CLASS macros.

       --no-kill-underscores
	      Do not remove the initial underscore from method names.

       --always-private-struct
	      Always include the private pointer in the	 public	 header	 file.
	      This  is	useful	for  files which are part of a library and you
	      want to reserve the right to add some private data members with‐
	      out breaking binary compatibility.

       -o --output-dir
	      The directory into which output should be placed.

       --file-sep[=c]
	      Replace  default `-´ file name separator.	 If no separator char‐
	      acter is given then none is used.	 Only  one  character  can  be
	      used.

TYPENAMES
       Because we need to parse out different parts of the typename, sometimes
       you need to specify the typename with some special syntax.   Types  are
       specified  in  capitalized  form	 and  words are separated by `:´.  The
       first word of the type (which can be empty) is the  "namespace".	  This
       fact  is	 for  example  used  for  the type checking macro and the type
       macro.  For "Gtk:New:Button", the macros will be GTK_IS_NEW_BUTTON  and
       GTK_TYPE_NEW_BUTTON.   This colon separated format of typenames is used
       in the class declaration header and for method argument types.

OUTPUT FILES
       The filenames are created from the typename.  The words	are  separated
       by  `-´	(this  can be changed with --file-sep option) and all in lower
       case.  For example for an object named "Gtk:New:Button", the files  are
       gtk-new-button.c	 and gtk-new-button.h.	If you are using C++ mode, the
       output .c file will in fact be a .cc file.  If  you  have  any  private
       data members, a private header file will also be created, called <base‐
       name>-private.h (for the example above it would be  gtk-new-button-pri‐
       vate.h).	 The public header file is created to be human readable and to
       be used as a reference to the object.  The .c source file is  not  cre‐
       ated  as a human readable source and is littered with #line statements,
       which make the compiler attempt to point you to the right line in  your
       .gob  file  in case of parsing errors.  The output should not be edited
       by hand, and you should only edit the .gob file.

INCLUDING NORMAL C CODE IN THE OUTPUT FILES
       To include some code directly in the output C file begin with  ´%{´  on
       an  empty  line	and  end the code with a ´%}´ on an empty line.	 These
       sections will appear in the output files in the order they  are	given.
       There  are  several  other sections to which you can put code.  You can
       put it in the ´header´ section (which can be abbreviated	 ´h´)  and  it
       will  go into the public header file.  You can also put it in the ´pri‐
       vateheader´ section (abbreviated ´ph´) which will make the code go into
       the private header file.	 Sometimes you want some code (other includes)
       to appear before the extern "C" and the protecting define.  To do  this
       you  can put them into the ´headertop´ (or ´ht´) section.  You may wish
       to include code or comments in all the  files,  which  you  can	do  by
       putting them into the ´all´ (or ´a´) section.  Similarly, code you wish
       to appear at the top of all files go in the ´alltop´ (or ´at´) section.
       For example:

	 %alltop{
	 /* this will be on top of all output files */
	 %}

	 %headertop{
	 /* this will be on top of the public header */
	 %}

	 %privateheader{
	 /* this will go into the private header file */
	 %}

	 %h{
	 /* will be included in the header */
	 void somefunc(int i);
	 %}

	 %a{
	 /* will be included in all files */
	 %}

	 %{
	 /* will be included in the C file */
	 void somefunc(int i)
	 {
	       /* some code */
	 }
	 %}

INCLUDE FILES
       Gob  will automatically include the class header file at the top of the
       .c source file.	If you wish to include	it  somewhere  else,  put  the
       include	into  some  %{	%} section above the class definition, and gob
       will not include it automatically.  This way  you  can  avoid  circular
       includes	 and  control  where  in  the  file do you want to include the
       header.

       If you made any data members private, gob will  also  create  a	source
       file  that  will	 be  called  <basename>-private.h.  Same rule as above
       applies for this just as it does for the regular header file.   If  you
       do  explicitly  include	the  regular  header  file,  you should always
       include this private header file below it.  That is,  if	 you  use  any
       private	data members.  If you don´t, the private header file automati‐
       cally includes the public header file, and thus the public header  file
       will be indirectly included at the very top of the file.

THE CLASS HEADER
       There  can  be only one class per input file.  Defining a class is sort
       of like in Java, you define the class and write	inline	code  directly
       into  the  class definition.  To define a class you need to specify the
       new object name and the name of the object from	which  it  is  derived
       from,  such as this "class <new type> from <parent type> { <class code>
       }".  For example:

	 class Gtk:New:Button from Gtk:Button {
	      <class code>
	 }

       To  make	 an  abstract  class  (to   pass   G_TYPE_FLAG_ABSTRACT)   add
       ´(abstract)´  before  the curly braces above.  This works since version
       2.0.13.

DATA MEMBERS
       There are five types of data members.  Three of them  are  normal  data
       members,	 one is class wide (global) in scope and one is a virtual one,
       usually linked to a normal data member or a  class  wide	 data  member.
       The  three normal data members are public, protected and private.  Pub‐
       lic and protected are basically just entries in the  object  structure,
       while  private  has  it´s  own dynamically allocated private structure.
       Protected members are always put after the public one in the  structure
       and are marked protected in the header file.  There is only one identi‐
       fier allowed per typename unlike in normal C.  Example:

	 public int i;
	 private GtkWidget *h;
	 protected long k;

       Public and protected data members are accessed normally as  members  of
       the object struct.  Example where ´i´ is as above a public data member:

	 object->i = 1;

       The  private  data  members  are	 defined  in a structure which is only
       available inside the .c file, or by including a	private	 header	 file.
       You  must  access them using the structure _priv.  Example where ´h´ is
       the private data member (as in the above example):

	 object->_priv->h = NULL;

       The _priv structure is defined in the <basename>-private.h.  This  file
       is automatically included if you don´t include it yourself.  You should
       always explicitly include it in your .gob file if you  explicitly  also
       include	the main header file.  The reason it is a separate header file
       is that you can also include it in other places	that  need  to	access
       this  objects  private  data, such as if you have the majority of func‐
       tionality of an object in a separate .c file.  Or if a  derived	object
       needs to access the protected methods.

       In  case you use the --no-private-header option, no private header file
       is created and you can only access the _priv pointer  below  the	 class
       definition in the .gob file.

       Also note that this structure is dynamically allocated, and is freed in
       the finalize handler.  If you override the finalized handler, your code
       will be run first and only then will the _priv structure be freed.

       Classwide data members:

       Sometimes  you want a datamember to be shared by all objects.  You then
       need the "classwide" scope keyword.  So for example the following  adds
       a global member foo:

	 classwide int foo;

       To  access  the	member you do the standard voodoo of getting the class
       from the object and casting it to your class pointer.  Thus the follow‐
       ing would work:

	 SELF_CLASS(GTK_OBJECT(object)->klass)->foo = 20;

       Automatic Initialization:

       You  can automatically initialize the public private and protected data
       members without having to add an init method.  The  advantage  here  is
       that  initialization is kept close to the definition of the data member
       and thus it´s easier to check.  To do this, just add a ´=´ followed  by
       a  number  or a token.  It is also possible to include arbitrary C code
       for more elaborate initializations by putting it all in	curly  braces.
       Note  that  the	curly  braces will not be printed into the output, but
       since gob does not C parsing it needs them to figure out	 where	the  C
       code  ends.   The code will be inserted into the init method, above the
       user defined body.  So for example the  following  will	initialize  an
       integer to -1 and a string with a newly allocated string of "hello".

	 public int foo = -1;
	 private char *bar = {g_strdup("hello")};

       Automatic Destruction:

       Most  data  stored as pointers needs to have a function called when the
       object is finalized to either free the data.  Gob will let you define a
       function	 to  be	 called	 on the data the object is finalized.  This is
       achieved by putting ´destroywith´ followed by a function name after the
       variable definition.  It is only called if the data you defined this on
       is not NULL, so you cans specify functions which do  not	 handle	 NULL.
       It  is very much like the GDestroyNotify function used in GTK+ and glib
       in many places.	Unlike many other places, gob  will  not  enforce  any
       kind of type safety here so be a little bit more careful.  Any function
       you give it will be called as a "void function(void *)".	  It  will  in
       fact be cast into such a form before called.  This is to avoid spurious
       warnings for gtk calls to subclass methods.  The function needs not  be
       of  that	 form  exactly,	 it just has to take one argument which is the
       pointer to the data.  You should also  not  define  this	 on  any  non-
       pointer data as the results may be undefined.  Example:

	 public char *foo = {g_strdup("bar")}
		 destroywith g_free;

       Note  that  the	function name you give must be a real function and not
       macro.  Also note that this is always called in the  "finalize"	method
       of  GObject.   It  is  always called after any user defined body of the
       finalize handler.

       Sometimes you may want to run arbitrary	code  on  destruction.	 While
       this  can be perfectly well done in the finalize handler.  Depending on
       the style you may want to include all  destruction/initialization  code
       together	 with the definition of the data member.  Thus you may want to
       put arbitrary code which will then  be  inserted	 into  the  "finalize"
       method  of  GObject.   This can be done with the "destroy" keyword fol‐
       lowed by arbitrary code in curly braces.	  Inside  this	code  a	 macro
       called  VAR will be define which refers to your variable.  So for exam‐
       ple destroying a GString can be either done with a  helper  routine  or
       the following code:

	 public GString *string = {g_string_new(NULL)}
		 destroy {
		      if(VAR) g_string_free(VAR, TRUE);
	      };

       The thing to remember with these is that there are many ways to do this
       and you´d better be consistent in your code in how you  use  the	 above
       things.	 Also  defining	 a helper routine that will do the destruction
       will be a nicer thing to do if that´s  a	 possibility.	The  "destroy"
       keyword with code does take up more space in the file and it may become
       more cluttered.

       The data is zeroed out after being destroyed.  This is to  make	debug‐
       ging  easier in case your code might try to access an already finalized
       object.	In case you have overridden the	 finalize  method,  your  code
       will  be	 run  first and only then will the destructors be called.  You
       should not however make any assumptions about the order	at  which  the
       destructors are called.	If you have interdependencies between destruc‐
       tors for different data members, you will have to do this in  your  own
       finalize override function.

       Automatic Unreffing:

       This is very much like the automatic destruction, but is instead run in
       the dispose method (it is among other places called from the  "destroy"
       method  of  GtkObject).	 All  data  and other objects that you need to
       unref should be done here, and not at finalize time.  The semantics are
       otherwise  the  same  as	 for the "destroywith" and "destroy" keywords,
       except that you use "unrefwith" and "unref".

	 public G:Object *foo = NULL
		 unrefwith g_object_unref;
	 public G:Object *bar = NULL
		 unref {
		 g_object_unref (VAR);
	      };

GOBJECT PROPERTIES
       The fourth type of a data member a property type.  It is a  named  data
       member  which  is  one  of the features of the GObject system.  It just
       defines a way to get and set some data, but you have to	take  care  of
       storing	that  data  somewhere.	 So it is normal to also have a normal
       private (or public) data member where you store	the  real  data.   You
       normally need to define a get and a set handler.	 They are fragments of
       C code that will be used to get the value or set the value of the argu‐
       ment.   Inside  them you can use the define VAL to which you assign the
       data or get the data.  You should treat this  VAL  as  a	 GValue	 which
       stores  the  data of the correct type.  You can also use the identifier
       "self" as pointer to the object instance.  The type is defined  as  one
       of  the	GObject type enums, but without the G_TYPE_ prefix.  There are
       also some attributes of a property which you can set.  For example  the
       following is a definition of an integer property ´height´ which will be
       synchronized with a private  integer  data  member  also	 of  the  name
       ´height´.

	 private int height;
	 property INT height
		(nick = _("Short nickname"),
		 blurb = _("Long description"),
		 minimum = 10,
		 maximum = 200,
		 default_value = 100)
	       set { self->_priv->height = g_value_get_int (VAL); }
	       get { g_value_set_int (VAL, self->_priv->height); };

       The  attributes are really optional though you should at least set some
       of them.	 All property types have a ´nick´ and a ´blurb´ attribute  and
       you  should set those accordingly.  This will make runtime querying the
       object nicer as things such as gui editors and class  browsers  can  be
       more  verbose  about  the  class itself.	 You can use the ´_("string")´
       notation instead of just "string", and that will mark  the  string  for
       translation.

       Almost  all  types also have a ´default_value´ attribute which sets the
       initial value of this property (on object initialization, the set  han‐
       dler  will  be  run automatically with this value).  This value will be
       overriden if the user sets a value of this  property  on	 the  call  to
       g_object_new.

       All  the	 numeric  types	 (including CHAR) have ´minimum´ and ´maximum´
       attributes which can restrict the range.	 If you do not	specify	 these
       the range will be the full range that the data type can handle.

       Types  such  as	UNICHAR	 and BOOLEAN only have the ´nick´, ´blurb´ and
       ´default_value´ attributes.

       The ENUM type has an ´enum_type´ attribute which is the exact  type  of
       the  enum.  This is so that the property knows which exact type you can
       set, rather then just knowing it is an enum.  You should always	create
       an  enum	 type  specific	 for  the enum itself (see section on the enum
       types)

       Similarly FLAGS type has a ´flags_type´ which again you should  set  to
       the specific type of this flags data member.

       There  is  a  STRING  type  which  has  only  the extra ´default_value´
       attribute.

       The OBJECT type is one of the types that doesn´t have a ´default_value´
       and  it	only  has  an ´object_type´ attribute (in addition to nick and
       blurb of course) that is the  exact  object  type  that	this  property
       accepts.	  The  object_type  should  be	as a type, that is for example
       ´Gtk:Button´.

       There is a BOXED type which is a pointer which has a boxed type defined
       (such  that  GObject knows how to copy and destroy this pointer).  Here
       you will need to specify the ´boxed_type´ attribute with	 the  specific
       type of the boxed pointer.

       There  is  also	a  POINTER type, which has only the ´nick´ and ´blurb´
       attributes.  This is for storing arbitrary  pointers.   You  should  be
       careful	with  this one, as GObject knows nothing about the data stored
       at this pointer.	 It is somewhat like a ´void *´ type.

       There is also the PARAM type for storing parameters with a ´param_type´
       attribute.

       You  should  notice  that  this	list  is  pretty much like the list of
       g_param_spec_* functions from gobject/gparamspecs.h, and the attributes
       are  like  the  arguments  of those functions.  Note however that value
       array is NOT supported yet.

       You can also specify extra flags, such as CONSTRUCT  or	CONSTRUCT_ONLY
       using  the  ´flags´ attribute.  You can specify multiple flags by oring
       them together with ´|´.	These flags correspond to the GParamFlags enu‐
       meration	 except do not include the G_PARAM_ prefix.  So for example to
       define an enumeration property, which is a CONSTRUCT_ONLY property,  we
       could do the following:

	 private SomeEnumerationType foo;
	 property ENUM foo
		(nick = _("Short nickname"),
		 blurb = _("Long description"),
		 enum_type = Some:Enumeration:Type
		 default_value = SOME_ENUMERATION_VALUE,
		 flags = CONSTRUCT_ONLY,
		 link);

       The above example also gives an example of automatic linking to a stan‐
       dard data memember.  By including the attribute ´link´ a	 get  and  set
       handlers	 will  be  automatically  added without having to type them by
       hand.  This is useful for a vast majority  data	types  that  are  just
       linked  to  some	 standard  data	 member and do not need to do anything
       extra on get or set.

       Another extra feature of properties is the possibility of automatically
       exporing	 methods  to get and set the property.	That is without having
       to use g_object_set and g_object_get.  This is achieved	by  adding  an
       ´export´ attribute to the list of property attributes.

       If  you do not define a set or get handler, the property will automati‐
       cally be only readable or writable as appropriate.

       Gob2 also creates macros which can be used  for	type  safe  access  to
       properties  through  g_object_set  and  g_object_get.   The  macros are
       called  <type>_PROP_<argument  name>(x)	and  <type>_GET_PROP_<argument
       name>(x).   They define both the string and the value part of the argu‐
       ment.  So for setting an argument of height, one would use (for	object
       type My:Object):

	 g_object_set (G_OBJECT (object),
		 MY_OBJECT_PROP_HEIGHT (7),
		 NULL);

       And for getting, you would use:

	 int height;
	 g_object_get (G_OBJECT (object),
		 MY_OBJECT_GET_PROP_HEIGHT (&height),
		 NULL);

       Note  however  that the type safety only works completely on GNU C com‐
       pilers.	The code will compile on other compilers but with minimal type
       safety.	For complete type safety it is useful to use the get/set meth‐
       ods that are defined by using the ´export´ attribute.

       To get bettery type safety on some of the property types, you can spec‐
       ify the ´type´ attribute which will add casts where appropriate in code
       dealing with this property.  This is especially useful for POINTER  and
       OBJECT types.  But even for others.

       You  can also override properties from parent objects (that is override
       their implementation, not their attributes).  Do	 this  by  adding  the
       special	´override´  attribute.	For example if the parent object had a
       ´height´ property then you could override it by

	 private int height;
	 property INT height
		(override)
	       set { self->_priv->height = g_value_get_int (VAL); }
	       get { g_value_set_int (VAL, self->_priv->height); };

       Overriding is supported since gob 2.0.10.

METHODS
       There is a whole array of possible methods.  The three normal,  "famil‐
       iar"  method  types  are	 private,  protected  and  public.  Public are
       defined as normal functions with a prototype in the header file.	  Pro‐
       tected  methods	are defined as normal methods (which you can call from
       other files), but their prototype is placed in the private header file.
       Private	methods are defined as static functions with prototypes at the
       top of the .c file.  Then there are signal, virtual and override	 meth‐
       ods.   More  on	those  later.  You can also define init and class_init
       methods with a special definition if you want to add code to  the  con‐
       structors  or  you  can just leave them out.  You can also not define a
       body for a method, by just using ´;´ instead  of	 a  body.   This  will
       define  an empty function.  You can´t do this for non-void regular pub‐
       lic, private or protected methods, however it is	 acceptable  for  non-
       void virtual, signal and override methods.

       Function argument lists:

       For all but the init and class_init methods, you use the following syn‐
       tax for arguments.  The first argument can be just  "self",  which  gob
       will  translate into a pointer to the object instance.  The rest of the
       arguments are very similar to normal C arguments.  If the  typename  is
       an  object  pointer  you	 should	 use the syntax defined above with the
       words separated by ´:´
       <type> <argument id>
       or
       <type> <argument id> (check <list of checks>)

       The checks are glib type	 preconditions,	 and  can  be  the  following:
       "null",	which  tests pointers for being NULL, "type" which checks GTK+
       object pointers for being the right type, "<test> <number>" which tests
       numeric	arguments  for	being  a  certain  value.   The	 test can be a
       <,>,<=,>= != or ==.  Example:

	 public int
	 foo (self,
	      int h (check > 0 < 11),
	      Gtk:Widget *w (check null type))

       This will be the prototype of a function which has a  self  pointer  as
       the  first  argument, an integer argument which will be checked and has
       to be more then 0 and less then 11, and a pointer to a GtkWidget object
       instance	 and  it  is  checked for being null and the type will also be
       checked.

       Error return:

       Methods which have a return value,  there  also	has  to	 be  something
       returned	 if  there  is an error, such as if a precondition is not met.
       The default is 0, casted to the type of the method.   If	 you  need  to
       return  something  else then you can specify an "onerror" keyword after
       the prototype and after that a number, a token (an identifier) or a bit
       of  C  code enclosed in braces {}.  The braces will not be printed into
       the output, they just delimit the string.  For example:

	 public void * get_something (self, int i (check >= 0)) onerror NULL {
	      ...
	 }

       The onerror value is also used in overrides that have a	return	value,
       in  case	 there	isn´t  a parent method, PARENT_HANDLER will return it.
       More about this later.

       Default return:

       Some signal and virtual methods have a return type.  But	 what  happens
       if  there  is no default handler and no one connects to a signal.  GOB2
       will normally have  the	wrappers  return  whatever  you	 specify  with
       onerror or ´0´ if you haven´t specified anything.  You can also specify
       a default return value with the keyword ´defreturn´.  It´s use is iden‐
       tical  to  the use of onerror, and you can in fact use both at the same
       time.  Example

	 virtual int get_some_int (self) onerror -1 defreturn 10 ;

       That is an empty virtual method (in C++ terms a pure virtual).  If  you
       never  specify  any handler for it in the derived children it will just
       return 10.

       Constructor methods:

       There are two methods that handle the construction of an	 object,  init
       and  class_init.	  You define them by just using the init or class_init
       keyword with an untyped argument in the argument	 list.	 The  argument
       will  be	 usable	 in your function as a pointer to your object or class
       depending if it´s init or class_init.  For example:

	 init (self) {
		 /* initialize the object here */
		 self->a = 9;
		 self->b = 9;
	 }

	 class_init (class) {
		 /* initialize the class, this is rarely needed */
		 class->blah = NULL;
	 }

       The class_init function is very rarely needed  as  all  standard	 class
       initialization  is taken care of for you by gob itself.	The init func‐
       tion should on the other hand be used whenever you need to construct or
       initialize anything in the object to put it into a sane state.

       Virtual methods:

       Virtual	methods are basically pointers in the class structure, so that
       one can override the method in derived methods.	That is	 to  implement
       the  method  in	a  derived class, you must then use an override method
       (more on those later).  They can be empty (if you put  ´;´  instead  of
       the  C  code).	A wrapper will also be defined which makes calling the
       methods he same as public methods.  This type of method is just a  lit‐
       tle  bit	 "slower"  then	 normal functions, but not as slow as signals.
       You define them by using "virtual" keyword before  the  prototype.   If
       you  put	 the  keyword "private" right after the "virtual" keyword, the
       wrapper will not be a public method, but a private one.	You can do the
       same with "protected" to make a protected wrapper.

       Signals:

       Signals are methods to which the user can bind other handlers and over‐
       ride the default handler.  The default handler is basically the	method
       body.   This  is	 the  most versatile and flexible type of a method and
       also the slowest.  You need to specify a whole bunch of things when you
       define  a  signal.   One thing is when the default handler will be run,
       first or last.  You specify that by "first" or "last" right  after  the
       "signal"	 keyword.   Then  you  need  to	 define the GObject enum types
       (again without the G_TYPE_ prefix).  For that  you  define  the	return
       types  and the types of arguments after the "self" pointer (not includ‐
       ing the "self" pointer).	 You put it in the following  syntax  "<return
       type>  (<list  of  arguments>)".	  If the return type is void, the type
       should be "NONE", the same should be for the argument list.   The  rest
       of  the	prototype is the same as for other method types.  The body can
       also be empty, and also there is a public method wrapper which you  can
       use for calling the signal just like a public method.  Example:

	 signal first INT (POINTER, INT)
	 int do_something (self, Gtk:Widget *w (check null type), int length)
	 {
	      ...
	 }

       or

	 signal last NONE (NONE) void foo (self);

       If  you	don´t want the wrapper that emits the signal to be public, you
       can include the keyword "private" after	the  "signal"  keyword.	  This
       will  make  the	wrapper	 a normal private method.  You can also make a
       protected wrapper by using "protected" instead of "private".

       If you don´t define a "first" or a "last", the default will be taken as
       "last".

       You  can	 also  add  additional	flags.	You do this just like with the
       argument flags, although this is probably very  rare.   These  are  the
       G_SIGNAL_*  flags,  and	you  can add them without the G_SIGNAL_ prefix
       into a parenthesis, just after the "signal" keyword.   By  default  all
       public signals are G_SIGNAL_ACTION.

       Also  gob2  creates  a  wrapper	macros for typesafe signal connection.
       That is you will be warned by the compiler if you pass a callback  that
       is  not	the  correct prototype.	 This will again only warn you on gcc,
       but it will compile without warning on another compiler.	  So  as  with
       all  the	 typesafety  hacks  in	gob, it is better to test your objects
       under gcc to get any warnings even if you are using  a  different  com‐
       piler in the end.

       The methods that are created for you are:

	 <class_name>_connect__<signal_name> (<object>, <callback>, <data>)
	 <class_name>_connect_after__<signal_name> (<object>, <callback>, <data>)
	 <class_name>_connect_data__<signal_name> (<object>, <callback>, <data>,
						   <destroy_notify>, <flags>)

       These three functions correspond to the g_signal_connect, g_signal_con‐
       nect_after and g_signal_connect_data functions that you would  normally
       use,  except  they  are	for  a	specific signal.  Also do note the two
       underscores between the method name and the signal name.	  For  example
       to connect the signal "foo" on the object "Test:Object" you would do:

	 test_object_connect__foo (object, callback, data);

       To use BOXED in the signal arguments you need to tell gob which type of
       boxed  argument	you  want  to  use.   For  this	 you  can   just   add
       BOXED_GTK_TYPE_STRING	 instead     of	    BOXED.	For    example
       BOXED_GTK_TYPE_TREE_ITER for GtkTreeIter.   This	 works	since  version
       2.0.13.

       Override methods:

       If  you	need  to override some method (a signal or a virtual method of
       some class in the parent tree of the new object), you  can  define  and
       override	 method.   After  the  "override"  keyword, you should put the
       typename of the class you are overriding a  method  from.   Other  then
       that  it	 is the same as for other methods.  The "self" pointer in this
       case should be the type of the method you are overriding	 so  that  you
       don´t  get warnings during compilation.	Also to call the method of the
       parent class, you can use the PARENT_HANDLER macro with your arguments.
       Example:

	 override (Gtk:Container) void
	 add (Gtk:Container *self (check null type), Gtk:Widget *wid (check null type))
	 {
		 /* some code here */
		 PARENT_HANDLER(self, wid);
	 }

       If  the	function has a return value, then PARENT_HANDLER is an expres‐
       sion that you can use.  It will	return	whatever  the  parent  handler
       returned, or the "onerror" expression if there was no parent handler.

       Method names:

       Inside  the  code,  aliases  are set for the methods, so that you don´t
       have to type the class name before each call, just type	self_  instead
       of  the	name of the class.  So to call a method called blah, you would
       use the name self_blah.	Example:

	 private int
	 foo (self)
	 {
	      return self->len;
	 }

	 private int
	 bar (self, int i)
	 {
	      return self_foo (self) + i;
	 }

MAKING NEW OBJECTS
       You should define a new method which should be a normal public  method.
       Inside  this  method, you can use the GET_NEW macro that is defined for
       you and that will fetch a new object, so a fairly standard  new	method
       would look like:

	 public GObject *
	 new (void) {
	      GObject *ret = GET_NEW;
	      return G_OBJECT (ret);
	 }

       You  should  not	 a  subtle peculiarity of the GObject system here.  If
       there is any code inside the G_OBJECT macro argument, it will get  exe‐
       cuted multiple times.  This means that things such as G_OBJECT(GET_NEW)
       would actually create 4 objects, leaking 3 of them.  A  good  rule  (as
       with anywhere in C) is to be careful with all macros.

SELF REFERENCES
       Self alias casts:

       There  are  some	 standard casts defined for you.  Instead of using the
       full macros  inside  the	 .c  file,  you	 can  use  SELF,  IS_SELF  and
       SELF_CLASS.   Using  these  makes it easier to for example change class
       names around.

       Self alias types:

       There are also the Self and SelfClass types inside your .c file.	 These
       serve  the  same function as the above, they make it easier to type and
       easier to change typenames around which can help a lot during prototyp‐
       ing  stage.   However  you should note that the Self type should not be
       used in function prototypes as one of the  arguments  or	 as  a	return
       value  type.   This is because this is a simple C typedef which is only
       available inside your .c file and not in the  header  files.   You  can
       disable both the self casting macros and the self type aliases by pass‐
       ing --no-self-alias to gob.

DEALING WITH DIFFERENT GOB VERSIONS
       Defines:

       In your generated C file, you can  use  the  defines  GOB_VERSION_MAJOR
       GOB_VERSION_MINOR and GOB_VERSION_PATCHLEVEL if you wish to for example
       use a feature that is only available in some newer gob  version.	  Note
       however	that  you can only use these defines in the C code portions of
       your .gob file, and #ifdef´s cannot span multiple functions.  Check the
       BUGS section for more on using the C preprocessor and gob.

       Minimum version requires:

       You  can	 also  make your .gob file require at least certain version of
       gob.  You do this by putting ´requires x.y.z´ (where x.y.z is the  ver‐
       sion  number)  outside  of  any	C block, comment or class, usually you
       should make this the first line in the file or close to	the  top.   If
       gob finds this and the version of gob used to compile the code is lower
       then that listed in the require, gob will generate an error  and	 exit.
       For  example  to	 require  that gob2 version 2.0.0 or higher be used to
       compile a file, put this at the top of that file:

	 requires 2.0.0

CREATING NEW ENUM, FLAGS and ERROR TYPES
       You can create new GObject ENUM, FLAGS and GError types for use in your
       classes	easily.	 Glib includes some utilities for handling these, how‐
       ever it may be cleaner to use the below specified way in your  classes.
       It  also	 then  doesn´t	require any Makefile setup.  Make sure this is
       defined in the same section as the class, that is not  in  any  of  the
       ´%?{´ ´%}´ sections.

       You  use	 the  keywords ´enum´ ´flags´ and ´error´ as you would use the
       ´class´ keyword.	 Then you give a prefix for the values in the enumera‐
       tion.   Then  you  define  a list of values just like in C.  For ´enum´
       types you can also specify the values assigned to  each	string.	  Then
       you  specify  the  type	in the standard gob style of specifying types.
       Here are a few examples of all of these:

	 enum LAME_CLIENT {
	       IS_CONNECTED,
	       NONE = 9,
	       LAST
	 } Test:Enum;

	 flags BUGA_BUGA {
	       ONE,
	       TWO,
	       MANY,
	 } Some:Flags;

	 error TEST_OBJECT_ERROR {
	       BAD_THIS,
	       BAD_THAT
	 } Test:Object:Error;

       This will for example define an enum that is equivalent to the  follow‐
       ing C code:

	 typedef enum {
	       LAME_CLIENT_IS_CONNECTED,
	       LAME_CLIENT_NONE = 9,
	       LAME_CLIENT_LAST
	 } TestEnum;

C++ MODE
       There  is  a  C++ mode so that gob creates C++ compiler friendly files.
       You need to use the --for-cpp argument to gob.  This will make the gen‐
       erated  file  have  a .cc instead of a .c extension, and several things
       will be adjusted to make it all work for a  C++	compiler.   One	 thing
       that  will  be  missing	is an alias to the new method, as that clashes
       with C++, so instead you´ll have to use the full	 name  of  the	method
       inside  your  code.   Also note that gob does not use any C++ features,
       this option will just make the generated code compile with a  C++  com‐
       piler.

OVERRIDING THE GET_TYPE METHOD
       The  get_type  is not really a method, but a function which initializes
       your object.  Recently objects appeared which require  you  to  make  a
       custom get_type function.  So it is possible to override this function.
       To do so, just define a new public  method  called  get_type,  with  no
       arguments.  Example:

	 public GType
	 get_type (void)
	 {
	    /* code goes here */
	    return some_type;
	 }

INTERFACES
       Currently  gob  will  only  allow you to implement interfaces (that is,
       define new classes which implement an interface) and doesn´t  yet  have
       support	for  making  new  interfaces,  but this will be coming at some
       point in the future.

       To define a class that implements an interface add a class flag ´inter‐
       face´  with  the	 type  name  of the interface as an argument.  Then to
       implement a specific method  of	the  interface,	 just  add  ´interface
       <typename>´ before the method definition.  The method can, and probably
       should be, private.

       The following example implements a  new	object,	 that  implements  the
       Gtk:Tree:Model  interface  and  implements the get_flags method of that
       interface.  Do note that except for standard (GTK+ and  glib)  specific
       interfaces  which  seem	to  have a non-standard name for the interface
       structure, the structure should end with and Iface, if you  are	imple‐
       menting	an interface.  That is for example for the Gtk:Tree:Model, the
       structure containing the table of methods should be  named  GtkTreeMod‐
       elIface.
	 class Some:Object from G:Object
		 (interface Gtk:Tree:Model)
	 {
		 /* function implemented for the Gtk:Tree:Model interface */
		 interface Gtk:Tree:Model
		 private GtkTreeModelFlags
		 get_flags (Gtk:Tree:Model *self (check null type))
		 {
		      /* Here would be the implementation */
		      return (GtkTreeModelFlags)0;
		 }
	 }

       If  you want to implement multiple interfaces just list more class flag
       lines as follows:

	 class Some:Object from G:Object
		 (interface Gtk:Tree:Model)
		 (interface Gtk:Editable)
	 {
		 /* ... */
	 }

DIRECT BonoboObject SUPPORT
       If you want to build a BonoboObject class gob2 has direct  support  for
       these.  Just create a new object that derives from Bonobo:Object.  Then
       use a "BonoboObject" class flag with the interface name as an argument.
       The  interface  name  should be as you would type it in C, that is with
       underscores as namespace separators.  Then you add the  methods	(using
       exact  same  names as in the idl file) and prepend those methods with a
       BonoboObject keyword.   For  example  imagine  you  have	 an  interface
       GNOME/Foo/SomeInterface,	 with  a  method  fooBar  that	takes a single
       string:

	 class Foo:Some:Interface from Bonobo:Object
	   (BonoboObject GNOME_Foo_SomeInterface) {

		 BonoboObject
		 private void
		 fooBar (PortableServer_Servant servant,
			 const CORBA_char *string,
			 CORBA_Environment *ev)
		 {
			 Self *self = SELF (bonobo_object_from_servant (servant));

			 /* your code here */
		 }

		 /* rest of class */
	 }

       Note that the implementation method can	be  private,  in  fact	that´s
       probably	 a  good  idea to do.  It won´t work to make this a signal, it
       can however be a virtual.  Note that the method	prototype  must	 match
       the  one	 from the interface header file, or you will get a bad assign‐
       ment warning.  You should check the header file generated by  orbit-idl
       and  see the epv structure for the correct prototypes if you can´t fig‐
       ure them out from the idl itself.  Also note that the first argument is
       not "self", but the servant and you must use bonobo_object_from_servant
       function to get the actual object pointer.

DIRECT LIBGLADE SUPPORT
       Gob can simplify writing a libglade class.  Just create	a  new	object
       that  derives  from a GtkContainer widget.  Then use a "GladeXML" class
       flag with the glade file name, root  widget  and	 optional  domain   as
       arguments between double quotes.	 For example:

       class My:Glade from Gtk:Window (GladeXML "gob-libglade.glade" "root")
       {
	 ....
       }

       Note  however  that  then  "gob-libglade.glade" would have to be in the
       current directory.  You could specify a path, but that may not work for
       all  installations.  You can replace the glade filename with a token to
       be used in the generated .c file and you can then have a macro with the
       filename, as follows:

       class My:Glade from Gtk:Window (GladeXML GLADE_FILE "root")
       {
	 ....
       }

       And somewhere in your header files you would have

       #define GLADE_FILE "/path/to/file.glade"

       You  can	 declare widgets as data members by adding a 'GladeXML' to the
       definition.

       private Gtk:Button * button1 GladeXML;

       This will automatically set the "button1" from the GladeXML file.

       All signals created with	 glade	are  automatically  connected  if  you
       defined	those  class  methods  in  your class.	For example suppose in
       glade that we set the "connect" signal on  button1  to  go  to  on_but‐
       ton1_clicked, then in our gob file we can just write:

       public void
       on_button1_clicked(self, GtkButton * button)
       {
       }

       See  the examples directory for a full example.	Note that this feature
       requires version at least 2.0.12.

IDENTIFIER CONFLICTS
       Gob will need to define some local variables and functions in the  gen‐
       erated  files, so you need to take some precaution not to conflict with
       these.  The general rule of thumb is that all of these start with three
       underscores.   There  is one, "parent_class" which doesn´t because it´s
       intended for use in your code.  For virtuals or signals, you cannot use
       the  identifier	__parent__ which is used for the parent of the object.
       You should actually never access __parent__ either as it not guaranteed
       that  it will stay named this way.  Data members cannot be named __par‐
       ent__ nor _priv.	 For methods, you cannot use the identifiers "init" or
       "class_init"  unless  you  mean the constructor methods.	 You shouldn´t
       generally use 3 underscores even in override method argument lists  and
       virtual	and signal method names as it might confuse the PARENT_HANDLER
       macro.  In fact avoiding all names with three underscores is  the  best
       policy when working with gob.

       There  are a couple of defines which you shouldn´t be redefining in the
       code or other headers.  These are SELF, IS_SELF, SELF_CLASS, SELF_TYPE,
       ARG, VAR, PARENT_HANDLER, GET_NEW, GOB_VERSION_MAJOR, GOB_VERSION_MINOR
       and GOB_VERSION_PATCHLEVEL.

       As for types, there are Self and SelfClass types which are only defined
       in  your	 source	 files.	 Their generation (just like the generation of
       the SELF macros) can be turned off, see command line options.

USING GTK-DOC STYLE INLINE DOCUMENTATION
       If you want to use gtk-doc style inline documentation for your objects,
       you can do one of two things.  First, you could include the inline doc‐
       umentation comments in your %{ %} section which will then be put verba‐
       tim  into  the  output source file.  This is the way you should use for
       functions you define outside of the class.

       For class methods, you should use a gtk+ style comment, however it  can
       be  indented  any  number  of  tabs or spaces and you can use the short
       method name without the type prefix.  Gob  will	automatically  try  to
       extract	these  and  translate to full names and put them in the output
       source file.  An example would be:

	 class Gtk:Button:Example from Gtk:Button {
		 /**
		  * new:
		  *
		  * Makes a new #GtkButtonExample widget
		  *
		  * Returns: a new widget
		  **/
		 public
		 GtkWidget *
		 new(void)
		 {
			 return (GtkWidget *)GET_NEW;
		 }
	 }

       If the function you are documenting is a signal or a  virtual  then  it
       will  be	 documenting  the wrapper that starts that virtual function or
       emits that signal.

DEALING WITH CIRCULAR HEADERS
       Sometimes you may need to use an object of type MyObjectA in the	 MyOb‐
       jectB  class  and  vice versa.  Obviously you can´t include headers for
       both.  So you need to just declare the typedef in the header of	A  for
       B,  and	the other way around as well.  The headers generated include a
       protecting define before it declares the typedef.  This define  is  the
       __TYPEDEF_<upper	 case  object  name>__.	 So inside my-object-a.h there
       will be this:

	 #ifndef __TYPEDEF_MY_OBJECT_A__
	 #define __TYPEDEF_MY_OBJECT_A__
	 typedef struct _MyObjectA MyObjectA;
	 #endif

       Now instead of including my-object-a.h in the  header  section  of  my-
       object-b.gob,  just  copy the above code there and you´re set for using
       MyObjectA as a type in the method parameters and public types.

       Another way to get out of this problem is if you can  use  those	 types
       only  in the private members, in which case they won´t be in the gener‐
       ated public header.

BUILDING WITH MAKE
       If you are using normal makefiles, what you need to  do	is  to	add  a
       generic rule for .gob files.  So you would include the following in the
       Makefile and then just use the .c and .h files as usual (make sure  the
       space before the ´gob2´ is a tab, not spaces):

	 %.c %.h %-private.h: %.gob
		 gob2 $<

BUILDING WITH AUTOCONF and AUTOMAKE
       This is a little bit more involved.  Basically the first thing to do is
       to check for GOB2 in your configure.in file.  You can use the  supplied
       m4  macro  which	 will  also  check  the version of gob.	 Basically you
       include this:

	 GOB2_CHECK([2.0.0])

       This will replace @GOB2@ in your makefiles with the full path of	 gob2.
       Thus  when  adding the generic rule to your Makefile.am file, it should
       look like:

	 %.c %.h %-private.h: %.gob
		 @GOB2@ $<

       For Makefile.am you have to set up a couple  more  things.   First  you
       have  to include the generated .c and .h files into BUILT_SOURCES vari‐
       able.  You have to include both the .gob and the .c and .h files in the
       SOURCES for your program.

PREVENTING SPURIOUS BUILDS
       When  nothing  has  changed you might not really want to rebuild every‐
       thing and gob provides options  --no-touch  (since  2.0.13)  and	 --no-
       touch-headers  to  avoid this.  When working with build systems such as
       automake you have to be more careful as just using  those  options  can
       cause  automake to get confused and you will need to use something like
       the following:

	 foo_SOURCES = foo.gob foo.gob.stamp foo.c foo.h foo-private.h
	 BUILT_SOURCES = foo.gob.stamp
	 MAINTAINERCLEANFILES = foo.gob.stamp

	 %.gob.stamp: %.gob
		 @GOB2@ --no-touch $<
		 @touch $@

DEBUGGING
       GOB does several things to make debugging the code  easier.   First  it
       adds  preprocessor  commands  into  the output c file that point to the
       correct places in your .gob input file.	However sometimes there	 might
       be  some	 bigger	 confusion and this is just not helpful.  In this case
       you will probably want to have gcc point you directly at the  generated
       files.	For  this  use the --no-lines command line option.  You should
       also note that these commands are not generated for the	public	header
       file  at	 all.	If  there  is  an error which points you to the public
       header file, make sure you fix this error in the .gob  file,  otherwise
       your  changes will not have any effect after gob recompiles the sources
       again.

       Sometimes you might want to know which  method  you  are	 in  for  some
       debugging  output.   GOB	 will  define __GOB_FUNCTION__ macro, which is
       just a string constant with a pretty name of the method.

M4 SUPPORT
       It is possible to have your .gob file also preprocessed by m4.  This is
       useful  if  you	have  a	 lot of files and you´d like to have some pre‐
       processor put in some common features.  All you have to do is add  --m4
       to  the	command line of gob2 and gob2 will first run your file through
       m4.  You can print the directory that is searched for m4 files by  run‐
       ning "gob2 --m4-dir"

       All  the arguments after --m4 will be passed to m4 itself, so it has to
       be the last gob2 argument on the command line.  This way you can	 spec‐
       ify arbitrary options to pass to m4.

BUGS
       The  lexer  does	 not  actually parse the C code, so I´m sure that some
       corner cases or maybe even some not so corner cases of C	 syntax	 might
       confuse gob completely.	If you find any, send me the source that makes
       it go gaga and I´ll try to make the lexer try to	 handle	 it  properly,
       but no promises.

       Another	thing  is  that	 gob  ignores  preprocessor macros.  Since gob
       counts braces, the following code won´t work:

	 #ifdef SOME_DEFINE
	 if(foo) {
	 #else
	 if(bar) {
	 #endif
		 blah();
	 }

       To make this work, you´d have to do this:

	 #ifdef SOME_DEFINE
	 if(foo)
	 #else
	 if(bar)
	 #endif
	 {
		 blah();
	 }

       There is no real good way we can handle this without parsing C code, so
       we  probably never will.	 In the future, I might add #if 0 as a comment
       but that´s about as far as I can really take it and even that is	 prob‐
       lematic.	  Basically, if you use gob, just don´t use the C preprocessor
       too extensively.	 And if you use it make sure that you do not cross the
       boundaries of the C code segments.

       Comments	 will  not  get through to the generated files unless inside C
       code.  This is not the case for gtk-doc style comments which  are  sup‐
       ported.

       The  short  name	 aliases are actually implemented as pointers to func‐
       tions.  Thus if you want to get the pointer of  a  function  using  the
       short name alias you can´t use the ´&´.	Thus:

	 void (*foo)(Self *);

	 /* this will NOT work */
	 foo = &self_short_name;

	 /* this will work */
	 foo = self_short_name;

	 /* Both of these will work */
	 foo = &my_class_long_name;
	 foo = my_class_long_name;

AUTHOR
       George Lebl <jirka@5z.com>

       GOB2 Homepage: http://www.jirka.org/gob.html

				  GOB2 2.0.14			       GOB2(1)
[top]

List of man pages available for YellowDog

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net