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Charlie Calvert's C++ Builder Unleashed

- 3 -
C++Builder and the VCL


In this chapter you will get a look at the interface between BCB and the Object Pascal code found in the VCL. This is a subject you need to understand if you want to take full advantage of the power of Borland C++Builder.

There are very few occasions when BCB programmers have to think explicitly about the fact that the VCL is written in Object Pascal. Most of the time you can forget its Delphi-based heritage without fear of missing out on anything important. There are, however, a few times when Object Pascal affects your programming. Almost all my descriptions of those occasions are concentrated in this chapter. Throughout most of the rest of this book the subject will never even arise.

The material in this chapter is divided into three main sections:

1. Understanding the VCL

2.
Changes to the C++ Language

3.
Classes created to imitate Object Pascal simple types that do not exist in C++

Understanding the VCL

All VCL objects are referenced as pointers. There is no such thing as a static or local instance of a VCL object. You are always working with a pointer to a VCL object. This is the result of the VCL's origin in the world of Object Pascal.

Delphi sought to simplify its syntax to the greatest degree possible. However, there were several hurdles that had to be crossed before the language could be made accessible to a wide variety of programmers. In particular, something had to be done about the complexity of dealing with pointers.

For various reasons related to performance and wise use of memory, it is usually best to declare an object on the heap, rather than on the stack, particularly if you are still inhabiting the segmented world of 16-bit programming. As a result, the designers of Object Pascal wanted to make it as simple as possible for their users to work with objects that live on the heap.

Rather than inflict pointer syntax on unwary Object Pascal programmers, the creators of the VCL decided that all objects would necessarily be created on the heap, but would support the syntax associated with local objects. In short, they created a world that eliminated pointer syntax for objects altogether. They could afford to do this because they made it impossible to create an object that was not a pointer. All other language types, such as strings, integers, arrays, structures, and floating-point numbers, could be treated either as pointers or as static objects. This rule applied only to objects.

It might help to illustrate this point with examples. Here is hypothetical code for how an Object Pascal programmer might have treated objects according to the standard rules of Pascal:

var

  S: ^TObject;

begin

  S := New(Tobject, Create);

  S^.DoSomething;

  S^.Free;

end;

The preceding code will not compile in Delphi, but it is an example of how Delphi code might have looked had the developers not done something to simplify matters. In particular, Delphi eliminated some syntactical clutter by enabling you to write the following:

var

  S: TObject;

begin

  S := TObject.Create;

  S.DoSomething;

  S.Free;

end;

Clearly this is an improvement over the first example. However, both samples produce essentially the same underlying machine code. In other words, both examples allocate memory for the object, call a constructor called Create, implicitly call a method called DoSomething, call a destructor called Destroy, and then Free the memory associated with the object. In the second example, all of this can be done without any need to dereference a pointer with the "^" symbol or without making explicit reference to the act of allocating memory. The point being that the compiler knows that the variable S has to be a pointer to an object, because Object Pascal forbids the creation of objects that are not pointers.

Clearly, in the Object Pascal world, it made sense to decide that all objects had to be pointers. There is no significant overhead involved with using pointers, and indeed they are often the fastest way to manipulate memory. So why not make this one hard and fast rule in order to make everyone's life simpler?

Translate this same concept into C++, and suddenly the rule doesn't make quite as much sense. In particular, you can only dare go so far when changing the C++ language to accommodate a new paradigm, and you therefore can't reap any of the benefits that adhered to the Object Pascal code shown in the second of the two most recently listed code samples. In other words, C++ reaps no benefits from this rule, while it does tend to limit your choices. In other words, you are no longer free to create VCL objects locally, but must perforce create them on the heap, whether you want to or not.

I will therefore take it as a given that the need to create VCL objects on the heap is not particularly beneficial to C++ programmers. On the other hand, there is no particular hardship inherent in doing so, nor does it force you to endure any hit on the performance of your application. It is therefore merely a fact of life, neither inherently good nor inherently bad. If you find this unduly irksome, you might consider the many other benefits that BCB brings you, and consider this one limitation as a small price to pay for getting the benefit of this product's strengths.

One final, and not at all unimportant, point: Only VCL objects have to be created on the heap. All standard C++ objects can be handled as you see fit. In other words, you can have both static or dynamic instances of all standard C++ objects. It's only VCL objects that must be addressed with pointers and must be allocated on the heap!

Changes to the C++ Language

It's now time to wrap up the introductory portion of this chapter, which provided an overview of the VCL and BCB programming. The next subject on the agenda involves how the VCL has impacted the C++ language and how the C++ language has affected the VCL. It's perhaps simplest to start with a run down of the new features in the C++ language.

I am, of course, aware of how controversial it is to add extensions to C++. However, I personally am only interested in good technology and the quality of the products I use. BCB is a good product, and part of what makes it good is the power of the VCL and the power of the component, property, event model of programming. The new extensions have been added to the language to make this kind of programming possible, and so I am in favor of these changes. The C++ committee has done excellent work over the years, but no committee can keep up with the furious pace of change in this industry.

The following extensions have been added to the language in order to support the VCL and the component, property, and delegation model of programming:

_ _declspec(delphiclass | delphireturn)

_ _automated

_ _published

_ _closure

_ _property

_ _classid(class)

_ _fastcall

As you can see, all of these keywords have two underscores prefixed to them. In this instance, I have separated the underscores with a single space to emphasize the fact that not one, but two underscores are needed. In your programs, the underscores should be contiguous, with no space between them.

I am going to go through all these new keywords and make sure that you understand what each means. The purpose of each of these sections is not to explain the how, when, where, and why of a particular keyword, but only to give you a sense of what you can and can't do with them. I will also say something about the relative importance of each new piece of syntax. My goal is to create a handy reference for the new keywords, but I will wait until later to explain most of them in real depth. For instance, a lengthy discussion of the __automated keyword appears in Chapter 27, "Distributed COM," which covers DCOM and Automation, and I discuss properties at length in Chapters 19 through 24, which cover creating components.

Automated

The automated keyword is for use in OLE automation classes. Only classes that descend from TAutoObject or a descendant of TAutoObject would have a use for this keyword.

Here is an example of a class that sports an automated section:

class TMyAutoObject : public TAutoObject

{

private:

public:

  virtual __fastcall TMyAutoObject();

__automated:

  AnsiString __fastcall GetName(void) { return "MyAutoObject"; }

};

If this class were compiled into a working program, the GetName function would be available to other programs through OLE automation. They can call the function and it will return the word "MyAutoObject".

The reason the GetName function can be accessed through OLE automation is because it appears in the automated section of an object. Notice that it is also declared __fastcall. This is necessary with automated functions. It means the compiler will attempt to pass the parameters in registers rather than on the stack.

The __automated directive makes OLE automation programming much easier, but it's effect is limited to this one area. It has no far reaching effect on the whole of the C++ language.

The Published Keyword

In addition to public, protected, and private, C++ now supports two new keywords used to delineate a section in a class declaration where properties that are to appear in the Object Inspector can be declared. If you are creating a component with new properties that you want to appear in the Object Inspector, you should place those properties in the published section. Properties that appear in the published section have very complete RTTI generated for them by the compiler.

It is only legal to use the __published keyword in VCL classes. Furthermore, though the compiler may or may not enforce the rule, it is generally not sensible to use the __published keyword in objects that do not descend from TComponent or from a descendant of TComponent. The reasoning here is simply that TComponent is a necessary ancestor of all components, and the __published keyword exists because it helps to enhance components. The RTTI associated with the __published section will have some effect on program performance, so you don't want to use it unless it will be helpful. Therefore, use __published only in classes that you want to make into components.

Here is an example of an object that features a published section:

class TMyObject : public TComponent

{

private:

  int FSomeInteger;

protected:

  int AnotherInteger;

public:

  int PublicInteger;

__published:

  __property int SomeInteger={read=FSomeInteger, write=FSomeInteger};

};

In this declaration, the property called SomeInteger is published, will be illuminated with RTTI, and will appear in the Object Inspector if you install TMyObject as a component.

The __published directive changes the way I think about classes, and it changes the way I write code. It currently has significance only for VCL classes and for your components. At this time it has no far-reaching implications in regard to the structure of the C++ language. It is just something that aids in the construction of VCL components.

Properties

Properties represent one of the most important, and most beneficial additions to C++ that you will find in BCB. There will be several places in this book where I discuss properties in depth. In this section I simply give you a general outline of the key points regarding this subject.

Properties have four primary purposes:

1. They support a technology that allows you to expose part of an object to visual programmers via the Object Inspector.

2.
They provide an excellent means of creating a rigidly defined, and thoroughly correct, interface for an object.

3.
They make it easy for you to protect the private data of an object, and the private portions of your implementation.

4
. They support a very sophisticated form of RTTI which allows them to be both seen in the object inspector, and to be automatically streamed out to and read from disk without intervention from the programmer. The automatic streaming of objects is one of the great features of the VCL.

Properties can be added to either the public or published section of a class declaration. It makes no sense to put them in either the protected or private sections, because their primary purpose is to provide a public interface to your object.

Here is a declaration for a property:

class TMyObject : public TComponent

{

private:

  int FSomeInteger;

__published:

  __property int SomeInteger={read=FSomeInteger, write=FSomeInteger};

};

In this class, SomeInteger is a property of type int. It serves as the public interface for the private FSomeInteger variable.

To declare a property:

  • Use the __property keyword.

  • Declare the type of the property.

  • Add the name of the property.

  • Add an equal sign and an open and close curly brace followed by a semicolon.

  • Between the curly braces, properties can have read and write sections. These sections are used to designate how to set or get the value of a property. To declare the read section, write the word read followed by an equal sign, and do the same thing with the write section.

It is very common in VCL classes to declare private data with the letter F prefixed to it. The letter F stands for field. It serves as a reminder that this is a private variable and should not be accessed from another class.

You can declare a property to be read only or write only:

__property int SomeInteger={read=FSomeInteger};

__property int SomeInteger={write=FSomeInteger};

The first of these declarations is read only, the second is write only.

Because FSomeInteger is private, you might need to provide some means of accessing it from another object. You can and should sometimes use the friend notation, but that really violates the whole concept of the private directive. If you want to give someone access to your data, but continue to hide the specific implementation of that data, use properties. The preceding code provides one means of giving someone access to your data while still protecting it. It goes without saying that if your property does nothing else but call directly to a variable of the same type in the private section, the compiler generates code that gives you direct access to the type. In other words, it doesn't take any longer to directly use a property like SomeInteger than it would to use FSomeInteger directly. The compiler takes care of the details for you, and uses less code than it would with an inline access function.


NOTE: C++ programmers have long used get and set methods to provide access to private data. There is a certain amount of controversy as to whether or not properties add something to the object model outside of their capability to be seen in the Object Inspector.

Here is a second way to state the matter. Given the presence of the Object Inspector, properties clearly play an important role in BCB programming. A second debate, however, would involve the question of whether or not--absent the issue of the Object Inspector--properties add something new to the mix that would not be there if we had only access functions and get and set methods.

One thing I like a great deal about properties is the clarity of the syntax they present to the user. They make it easier to write clear, maintainable code. They also do a very good job of helping you protect the low-level implementation of your object. I recognize, however, that it could be argued that access functions provided sufficient power to accomplish these goals without the aid of properties.

I could safely hide behind the fact that the BCB programming model demands the presence of properties. However, I will stick my neck out on this one and say that I feel properties are an important contribution to C++, and should become part of the language. I recognize, however, that this is the kind of subject that fosters intense controversy, and concede that the debate is not entirely one-sided.


Here is another use of properties that differs from the one just shown:

class MyObject : public TObject

{

private:

  int FSomeInteger;

  int __fastcall GetSomeInteger() { return FSomeInteger; }

  void __fastcall SetSomeInteger(int i) { FSomeInteger = i; }

__published:

  __property int SomeInteger={read=GetSomeInteger, write=SetSomeInteger};

};

In this class, SomeInteger has get and set methods. These get and set methods are associated with a property and should always be declared with the __fastcall calling convention.

Get and set methods provide a means of performing calculations or other actions when getting and setting the value of a property. For instance, when you change the Width property in a TShape object, not only does some internal variable get set, but the whole object redraws itself. This is possible because there is a set method for this property that both sets the internal FWidth property to a new value and redraws the object to reflect these changes.

You could perform calculations from inside a get method. For instance, you could calculate the current time in a property designed to return the current time.

The existence of get and set methods represents another important reason for keeping the data of your object private, and for not giving anyone else access to it except through properties. In particular, you may change a value in a set or get method or have side effects that you want to be sure are executed. If someone accesses the data directly, the side effects or other changes will not occur. Therefore, you should keep the data private and let them access it through a function, and let the function itself be accessed through a property.

Properties can be of a wide variety of types. For instance, they can be declared as AnsiStrings, arrays, sets, objects, or enumerated types. Events, which are a kind of method pointer, are really a type of property, but they behave according to their own peculiar rules and are usually treated as a separate subject from properties.

Properties can be declared to have a default value:

__property int SomeInteger={read=GetSomeInteger, write=SetSomeInteger, default=1};

This syntax is related only tangentially to the concept of setting a property automatically to a particular value. If you want to give a property a predefined value, you should do so in the object's constructor.

Default is used to tell the VCL whether or not a value should be written out to a stream. The issue here is that streaming can result in producing large files, because so many objects have such large numbers of properties. To cut down on the size of your form files, and on the time spent writing the files to disk, the VCL enables you to declare a default value for a property. When it comes time to stream properties to disk, they will not be streamed if they are currently set to the default value. The assumption is that you will initialize them to that value in the object's constructor, so there is no need to save the value to disk. Many properties are declared to be nodefault, which means they should be streamed to disk.

A property can also have the stored directive. Confusingly enough, this is another means of deciding whether or not a property should be streamed. In this case, it gives you the option of changing whether or not a property can be streamed. For instance:

property TColor Color={read Fcolor, write SetColor,

  stored=IsColorStored, default=clWindow};

This property calls a method named IsColorStored to determine whether the color should be stored at this time. For instance, if the property is set to have the same value as its parent, there is no need to store it, and IsColorStored returns False. This property will therefore only be stored if IsColorStored returns True and the color is not set to clWindow.

Say what?

Don't worry, most of the time you don't have to get involved with these tricky storage specifiers and their disarming schemes to save disk space. However, there are times when the matter comes to the front, and now you have a place to look to remember what they mean.

Properties play a big role in VCL programming, and furthermore, they can be used in objects that have nothing to do with the VCL. This subject has tremendous potential scope and will affect the way the C++ language as a whole is handled by BCB programmers.

That is all I'm going to say about properties for now. There is an example of creating and using an array property later in this chapter in the section called "Arrays of AnsiStrings."

Events: Understanding Delegation

Most of the time I will refer to closures as events. Technically, a closure is the type of method pointer used in event properties, but I will generally refer to the whole syntactical structure as an event that supports the delegation model.

As you learned in the last section, an event is really a kind of property. The primary difference between a standard property and an event is that the type of an event is a method pointer.


NOTE: Some people refer to events as closures, but it could be argued that the word has a rather stuffy, academic overtone to it. Certainly it is used in some circles in a very strict manner that does not necessarily conform in all its particulars to the way BCB handles events.

Consider the OnMouseUp event that is supported by many components and declared in CONTROLS.HPP:

__property TMouseEvent OnMouseUp = {read=FOnMouseUp, write=FOnMouseUp};

Like the OnMouseUp property, FOnMouseUp is, naturally, also declared to be of type TMouseEvent:

TMouseEvent FOnMouseUp.

So far the syntax used for events seems pretty much identical to that used for all properties. The new code that is specific to the delegation model is the actual declaration for the method pointer used by an event:

typedef void __fastcall (__closure *TMouseEvent)(System::TObject* Sender,

  TMouseButton Button, Classes::TShiftState Shift, int X, int Y);

All OnMouseUp events are of this type. In other words, if an OnMouseUp event is not set to null, it is set to a method pointer of this type. You can then call the event by writing code of this type:

if (FOnMouseUp)

  FOnMouseUp(this, Button, Shift, X, Y);

If the event is not set to null, call the method associated with the event and pass parameters of a type that conform with the signature of the relevant method pointer. This is called delegating the event.


NOTE: It is generally considered very bad form to return a value from an event. Trying to do so could cause a compiler error, and you should avoid including code of this type in your own programs. The VCL has gone through several iterations now, and returning values from events has worked in some versions and not in others. The team that wrote the VCL, however, asked the DOC team to state explicitly that events should not return values. It usually turns out badly when you get stuck with legacy code that worked in one version, but directly contradicts the desires of the folks who keep the reins in their own hands.

The method associated with the OnMouseUp event will look something like this:

void __fastcall TForm1::Button1MouseUp(

  TObject *Sender,

  TMouseButton Button,

  TShiftState Shift,

  int X,

  int Y)

{

}

I generally call a method of this type an event handler. It handles an event when it is delegated by a component or object.

Most of the time an event is assigned to a method automatically by the compiler. However, you can do so explicitly if you desire, and in fact I do this in several places in my own code. If you want an example, see the Music program from Chapter 16, "Advanced InterBase Concepts." Here is how the assignment would be made from inside the Controls unit:

FOnMouseEvent = Button1MouseUp;

Code of this type appears everywhere in the VCL, and indeed it is one of the central constructs that drives BCB. This is the heart of delegation programming model. As I have said several times, BCB is primarily about components, properties, and the delegation model. Take events away, and you have some other product altogether. Events radically change the way C++ programs are written. The key effect of events on C++ seems to me to be the following: "In addition to using inheritance and virtual methods to change the behavior of an object, BCB allows you to customize object by delegating events. In particular, VCL objects often delegate events to the form on which they reside."

Like all properties, events work with both standard C++ classes and with VCL classes.

declspec(delphiclass | delphireturn | pascalimplementation)

All the additions to C++ discussed so far are primarily about finding ways to support the VCL. In particular, the new VCL object model has certain benefits associated with it, and so Borland has extended C++ in order to accommodate this new model. The property and event syntax, however, appears to have at least some other implications beyond its simple utilitarian capability to support the VCL. I think you will find the next three changes are very small potatoes compared to properties and events. All they really do is make it possible for BCB to use the VCL, and they don't really have much effect at all on the way we write code.

As you have no doubt gleaned by this time, VCL classes behave in specific ways. For instance, a VCL class can only by instantiated on the heap, and you can only use the __published or __automated keywords with VCL classes.

The majority of the time your own classes can inherit this behavior directly, simply by descending from a VCL class. For instance, here is part of the declaration for TControl

class __declspec(pascalimplementation) TControl : public Classes::TComponent

{

  typedef Classes::TComponent inherited;

private:

  TWinControl* FParent;

  ... // etc

}

As you can see, these classes are declared with the delphiclass or pascalimplementation attribute. This means they are implemented in Pascal, and the headers are the only part that appear in C++ code. If you have an Object Pascal unit that you want to use in a BCB application, the other declarations in the unit will automatically be translated and placed in a C++ header file. The class declarations in that header file will be similar to the one shown here.

However, if you create a descendant of TControl, you don't have to bother with any of this, because the attributes will be inherited:

class MyControl : public TControl

{

  // My stuff here

}

Class MyControl is automatically a VCL class that can support __published properties and must be created on the heap. It inherits this capability from TControl. As a result, it is implicitly declared pascalimpementation, even though you don't explicitly use the syntax. I don't like to clutter up class declarations with __declspec(pascalimplementation), but it may appeal to some programmers because it makes it clear that the class is a VCL class and has to be treated in a particular manner.

If you want to create a forward declaration for a class with the pascalimplementation attribute, it must have the delphiclass attribute:

class __declspec(delphiclass) TControl;

This is a forward declaration for the TControl class found in CONTROLS.HPP. You do not inherit delphiclass in the same sense that you do pascalimplementation, and so you must use it explicitly in forward declarations!

delphireturn is used to tell the compiler to generate a particular kind of code compatible with the VCL when it returns objects or structures from a function. The only place in BCB where this is done is in SYSDEFS.H and DSTRINGS.H, which is where classes like Currency, AnsiString, and Variant are declared. If you need to return objects or structures to the VCL, you may need to declare your class with this directive. However, there are very few occasions when this is necessary, and most programmers can forget about delphireturn altogether.


NOTE: As shown later in this chapter, the TDateTime object is declared delphireturn. This is necessary because instances of the object can be passed to VCL functions such as DateTimeToString.

All of this business about dephireturn and pascalimplementation has little or no effect on the code written by most BCB programmers. delphiclass is slightly more important, because you will likely have occasion to declare a forward declaration for one of your own descendants of a VCL class. This is clearly a case where you can indeed afford to "pay no attention to the man behind the curtain." Most of this stuff is just hand signals passed back and forth between the compiler and VCL, and you can afford to ignore it. Its impact on the C++ programming as a whole is essentially nil.

classid(class)

Use classid if you need to pass the specific type of a class to a function or method used by the VCL RTTI routines. For instance, if you want to call the ClassInfo method of TObject, you need to pass in the type of the class you want to learn about. In Object Pascal you write

ClassInfo(TForm);

which means: Tell me about the TForm class. Unfortunately, the compiler won't accept this syntax. The correct way to pose the question in BCB is

ClassInfo(__classid(TForm));

Again, this is just the compiler and the VCL having a quiet little chat. Pay no attention to the man behind the curtain. RTTI looks one way in the VCL, another in standard C++. This syntax is used to bridge the gap between the two, and it has no far reaching implications for C++, the VCL, or anyone else. The excitement is all centered around the property and event syntax; this is a mere trifle.

__fastcall

The default calling convention in Object Pascal is called fastcall, and it is duplicated in C++Builder with the __fastcall keyword. __fastcall methods or functions usually have their parameters passed in registers, rather than on the stack. For instance, the value of one parameter might be inserted in a register such as EAX and then snagged from that register on the other side.

The __fastcall calling conventions pass the first three parameters in eax, edx, and ecx registers, respectively. Additional parameters and parameter data larger than 32 bits (such as doubles passed by value) are pushed on the stack.

Delphi-Specific Classes

Not all the features of C++ are available in Object Pascal, and not all the features of Object Pascal are available in BCB. As a result, the following classes are created to represent features of the Object Pascal language that are not present in C++:

AnsiString

Variant

ShortString

Currency

TDateTime

Set

Most of these classes are implemented or declared in SYSDEFS.H, though the crucial AnsiString class is declared in its own file called DSTRINGS.H.


NOTE: Neither the real nor comp types used in Object Pascal are supported adequately in BCB. Because Pascal programmers often used the comp type to handle currency, they should pay special attention to the section in this chapter on the BCB currency type. The real type is an artifact of the old segmented architecture days when anything and everything was being done to save space and clock cycles. It no longer plays a role in contemporary Object Pascal programming.

I will dedicate at least one section of this chapter to each of the types listed previously. Some important types, such as Sets and AnsiStrings, will receive rather lengthy treatment stretching over several sections.

Many C++ programmers will have questions about the presence of some of these classes. For instance, C++ comes equipped with a great set template and an excellent string class. Why does BCB introduce replacements for these classes? The answer to the question is simply that BCB needed a class that mimicked the specific behavior of Object Pascal sets and Object Pascal strings.

Here are some macros you can use with these classes:

OPENARRAY

ARRAYOFCONST

EXISTINGARRAY

SLICE

These macros are also discussed in the upcoming sections.

Introducing the AnsiString Class

The C language is famous for its null-terminated strings. These strings can be declared in many ways, but they usually look like one of these three examples:

char MyString[100]; // declare a string with 100 characters in it.

char *MyString;     // A pointer to a string with no memory allocated for it.

LPSTR MyString;     // A "portable" Windows declaration for a pointer to a string

Declarations like these are such a deep-rooted and long standing part of the C language that it is somewhat shocking to note that they are not as common as they once were. There is, of course, nothing wrong with these strings, but C++ has come up with a new, and perhaps better, way to deal with strings. (I speak of these strings as being exclusive to C, though of course these same type of strings are also used in Object Pascal, where they are called PChars.)

The "old-fashioned" types of strings shown previously cause people problems because it is easy to make memory allocation errors with them or to accidentally omit the crucial terminating zero (`/0') that marks the end of these strings.

These same strings are also famous for their accompanying string library, which includes a series of cryptic looking functions with names like strcpy, strlen, strcmp, strpbrk, strrchr, and so on. These functions, most of which occur in both C++ and Object Pascal, can be awkward to use at times, and can frequently lead to errors if a programmer gets careless.

In this book, I will try to avoid using any of the "old fashioned" C style strings whenever possible. Instead, I will do things the C++ way and use string classes. Most C++ programmers prefer string classes on the grounds that they are easier to use, easier to read, and much less likely to lead to an error involving memory allocation.

In this book there is a fourth reason for using string classes. In particular, a string class called AnsiString provides compatibility with the underlying strings found in the VCL. C++ programmers will find that AnsiStrings are similar to the standard ANSI C++ String class.

AnsiStrings are very easy to use. In fact, many programmers will find that they have an intuitive logic to them that almost eliminates the need for any kind of in-depth explanation. However, AnsiStrings happen to form one of the key building blocks on which a great deal of C++Builder code is based. It is therefore of paramount importance that users of BCB understand AnsiStrings.

The next few sections of the book take on the task of explaining AnsiStrings. To help illustrate this explanation with ready-made examples, you can turn to the UsingAnsiString program found on the book's CD-ROM. This program provides examples of essential AnsiString syntax and shows several tricks you can use when you add strings to your programs.

Working with the AnsiString Class

The AnsiString class is declared in the DSTRING.H unit from the ..\INCLUDE\VCL directory. This is a key piece of code, and one which all BCB programmers should take at least a few minutes to study.

The declaration for the class in the DSTRING.H unit is broken up into several discreet sections. This technique makes the code easy to read. For instance, one of the sections shows the operators used for assignments:

// Assignments

    AnsiString& __fastcall operator =(const AnsiString& rhs);

    AnsiString& __fastcall operator +=(const AnsiString& rhs);

Another section shows some comparison operators:

//Comparisons

    bool __fastcall operator ==(const AnsiString& rhs) const;

    bool __fastcall operator !=(const AnsiString& rhs) const;

    bool __fastcall operator <(const AnsiString& rhs) const;

    bool __fastcall operator >(const AnsiString& rhs) const;

    bool __fastcall operator <=(const AnsiString& rhs) const;

    bool __fastcall operator >=(const AnsiString& rhs) const;

Another handles the Unicode-related chores:

//Convert to Unicode

    int __fastcall WideCharBufSize() const;

    wchar_t* __fastcall WideChar(wchar_t* dest, int destSize) const;

There is, of course, much more to the declaration than what I show here. However, these code fragments should give you some sense of what you will find in DSTRING.H, and of how to start browsing through the code to find AnsiString methods or operators that you want to use.

The rest of the text in this section of the chapter examines most of the key parts of the AnsiString class and shows how to use them. However, you should definitely find time, either now or later, to open up DSTRING.H and to browse through its contents.

AnsiString Class Constructors

AnsiStrings are a class; they are not a simple type like the string type in Object Pascal, which they mimic. Object Pascal or BASIC programmers might find that the next line of code looks a little like a simple type declaration. It is not. Instead, this code calls the constructor for an object:

AnsiString S;

Here are the available constructors for the AnsiString class:

__fastcall AnsiString(): Data(0) {}

__fastcall AnsiString(const char* src);

__fastcall AnsiString(const AnsiString& src);

__fastcall AnsiString(const char* src, unsigned char len);

__fastcall AnsiString(const wchar_t* src);

__fastcall AnsiString(char src);

__fastcall AnsiString(int src);

__fastcall AnsiString(double src);

The simple AnsiString declaration shown at the beginning of this section would call the first constructor shown previously, which initializes to zero a private variable of the AnsiString class. This private variable, named Data, is of type char *. Data is the core C string around which the AnsiString class is built. In other words, the AnsiString class is a wrapper around a simple C string, and the class exists to make it easy to manipulate this string and to make the string compatible with the needs of the VCL.

The following simple declaration would call the second constructor shown in the previous list:

AnsiString S("Sam");

This is the typical method you would use when initializing a variable of type AnsiString.


NOTE: I have included a second example program called UsingAnsiString2, which features a small class that overrides all the constructors for the AnsiString class:

class MyAnsiString : public AnsiString

{

public:

  __fastcall MyAnsiString(void): AnsiString() {}

  __fastcall MyAnsiString(const char* src): AnsiString(src) {}

  __fastcall MyAnsiString(const AnsiString& src): AnsiString(src) {}

  __fastcall MyAnsiString(const char* src, unsigned char len): AnsiString     (src, len) {}

  __fastcall MyAnsiString(const wchar_t* src): AnsiString(src) {}

  __fastcall MyAnsiString(char src): AnsiString(src) {}

  __fastcall MyAnsiString(int src): AnsiString(src) {}

  __fastcall MyAnsiString(double src): AnsiString(src) {}

};

This class is provided so you can step through the constructors to see which ones are being called. For instance, the three constructors shown immediately after this note have been rewritten in the UsingAnsiStrings2 program to use MyAnsiStrings rather than AnsiStrings. This gives you an easy-to-use system for explicitly testing which constructors are being called in which circumstance.

When I come up with a unit like this that may be of some general utility in multiple programs, I usually put it in the utils subdirectory located on the same level as the chapter subdirectories. In other words, I move or copy it out of the directory where the files for the current program are stored and place it in a subdirectory called utils that is on the same level as the directories called Chap01, Chap02, and so on.

You might need to add this directory to the include search path for your project, or the program might not be able to find the MyAnsiString.h unit. To set up the compiler for your system, go to Options | Project | Directories/Conditionals and change the Include Path to point to the directory where MyAnsiString.h is stored.

Sometimes I will leave one frozen copy of a unit in the directory where it was first introduced and continue development of the copy of the unit that I place in the utils subdirectory. That way, you can find one copy of the file that looks the way you expect it to look in the same directory as the program in which I introduce it, while continuing to develop the code in a separate unit of the same name found in the utils directory. Check the Readme.txt file on the CD that accompanies this book for further information.


The following are a few simple examples from the UsingAnsiStrings program that show examples of creating and using AnsiStrings:

void __fastcall TForm1::PassinCString1Click(TObject *Sender)

{

  AnsiString S("Sam");

  Memo1->Text = S;

}



void __fastcall TForm1::PassInInteger1Click(TObject *Sender)

{

  AnsiString MyNum(5);

  Memo1->Text = MyNum;

}



void __fastcall TForm1::PassInaDouble1Click(TObject *Sender)

{

  AnsiString MyDouble(6.6);

  Memo1->Text = MyDouble;

}

This code demonstrates several things. The first, and most important point, is that it shows how you can create an AnsiString object by initializing it with a string, an integer, or a double. In short, these constructors can automatically perform conversions for you. This means you can usually write code like this:

AnsiString S;

int I = 4;

S = I;

ShowMessage(S);

When working with C strings, you always have to be careful that the variable you have been working with has been properly initialized. This is not nearly as big a concern when you are working with AnsiStrings. Consider the following code:

void __fastcall TForm1::InitializetoZero1Click(TObject *Sender)

{

  AnsiString S;

  Memo1->Text = S.Length();

}

The first line creates an AnsiString class that has a zero length string. The second line performs a completely safe and legal call to one of the methods of this AnsiString. This is the type of situation that can be very dangerous in C. Here, for instance, is some code that is likely to blow up on you:

char *S;

int i = strlen(S);

This code appears to do more or less the same thing as the code in the InitializetoZero1Click method. In practice, however, this latter example actually raises an access violation, while the AnsiString code example succeeds. The explanation is simply that the declaration of the AnsiString class created a real instance of an object called S. You can safely call the methods of that object, even if the underlying string has no memory allocated for it! The second example, however, leaves the char * declared in the first line completely impotent, with no memory allocated for it. If you want to avoid trouble, you should not do anything with that variable until you allocate some memory for it.

In the last few paragraphs I have outlined an example illustrating what it is I like about the AnsiString class. In short, this class makes strings safe and easy to use.


NOTE: It goes without saying that C strings are generally faster than AnsiStrings, and that they take up less memory. Clearly, these are important features, and obviously I am not stating that C strings are now obsolete.

The reasoning on this issue is a bit like that we undertake when deciding whether to buy a car or a motorcycle. Cars are more expensive than motorcycles, and they don't let you weave back and forth between lanes when there is congested traffic. On the other hand, drivers of cars are much less likely to end up in the hospital, and cars are much more pleasant to be in during inclement weather. In the same way, AnsiStrings aren't as small and flexible as C strings, but they are less likely to crash the system, and they stand up better when you are in a rush or when handled by inexperienced programmers.

This book focuses on ways to quickly write safe, high-performance programs. If that is your goal, use AnsiStrings. If you are trying to write an operating system, a compiler, or the core module for a 3D game engine, you should probably concentrate more on speed than I do in this book and should use AnsiStrings only sparingly.

Please note that my point here is not that you can't use C++Builder to write highly optimized code, but only that this book usually does not focus on that kind of project.

Sticky Constructor Issues

The AnsiString constructors are easy to use, but things can be a bit confusing if you try to think about what is going on behind the scenes. For instance, consider what happens when you pass an AnsiString to a function:

AnsiString S;

MyFunc(S);

If the call to MyFunc is by value, not by reference, the constructor for S is going to be called each time you pass the string. This is not a tremendous burden on your program, but it is probably a bit more significant weight than you had in mind to impose on your code. As a result, you should pass in the address of the variable in most circumstances:

AnsiString S;

MyFunc(&S);

Even better, you should construct methods that declare all their string variables as being passed by reference:

int MyFunc(AnsiString &S)

{

  S = "The best minds of my generation...";

  return S.Length();

}

This is like a var parameter in Object Pascal in that it lets you pass the string by reference without worrying about pointers:

void __fastcall TForm1::Button1Click(TObject *Sender)

{

  AnsiString S;

  int i = MyFunc(S);

  ShowMessage(S + " Length: " + i);

}

Even when MyFunc changes the string, the result of the changes is reflected in the calling module. This syntax passes a pointer to the function, but makes it seem as though you are working with a local stack-based variable on both the caller and calling sides.

Consider the following code samples:

MyAnsiString S = "The road to the contagious hospital";

MyAnsiString S1 = AnsiString("If I had a green automobile...");

MyAnsiString S2("All that came out of them came quiet, like the four seasons");

ShowMessage(S + `\r' + S1 + `\r' + S2);

It should be clear from looking at this code that the second example will take longer to execute than the third, because it calls two constructors rather than just one. You might also think that the first takes longer than the third. A logical course of reasoning would be to suppose that, at minimum, it would have to call both a constructor and the equals operator. In fact, when I stepped through the code, it became clear that the compiler simply called the constructor immediately in the first example, and that the machine code executed for the first and third examples was identical.

What is the lesson to be learned here? Unless you are writing a compiler, an operating system, or a 3D game engine, just don't worry about this stuff. Of course, if you love worrying about these issues, then worry away. I suppose someone has to. Otherwise, relax. There is almost no way to tell from looking at the code what the compiler is going to do, and 90 percent of the time the compiler is smart enough to generate optimal code unless you explicitly tell it to go out of its way, as I do in the second example.

If you are a beginning- or intermediate-level programmer, someone is going to tell you that you should pull your hair out worrying about optimization issues like this. Personally, I think there are more important subjects to which you can dedicate your time. Eliminating one constructor call might save a few nanoseconds in execution time, but nobody is going to notice it. Learn to separate the petty issues from the serious issues.

Most importantly of all, wait until you have a program up and running before you decide whether or not you have a performance bottleneck. If the program is too slow, use a profiler to find out where the bottlenecks are. Ninety-eight percent of the time the bottlenecks are in a few isolated places in the code, and fixing those spots clears up the problem. Don't spend two weeks looking for every place there is an extra constructor call only to find it improves your performance by less than one percent. Wait till you have a problem, find the problem, and then fix it. If it turns out that you are in a loop, and are making extra constructor calls in the loop, and that by doing some hand waving to get rid of the calls you improve program performance by 10 percent, then great. But don't spend days working on "optimizations" that end up improving performance by only one or two percent.

AnsiString Comparison Operators

Comparison operators are useful if you want to alphabetize strings. For instance, asking if StringOne is smaller than StringTwo is a means of finding out whether StringOne comes before StringTwo in the alphabet. For instance, if StringOne equals "Dole" and StringTwo equals "Clinton", StringOne is larger than StringTwo because it comes later in the alphabet. (At last, a politically controversial string comparison analysis!)

Here are the AnsiString class comparison operators and methods:

bool __fastcall operator ==(const AnsiString& rhs) const;

bool __fastcall operator !=(const AnsiString& rhs) const;

bool __fastcall operator <(const AnsiString& rhs) const;

bool __fastcall operator >(const AnsiString& rhs) const;

bool __fastcall operator <=(const AnsiString& rhs) const;

bool __fastcall operator >=(const AnsiString& rhs) const;

int __fastcall AnsiCompare(const AnsiString& rhs) const;

int __fastcall AnsiCompareIC(const AnsiString& rhs) const; //ignorecase

The UsingAnsiString program on this book's CD-ROM shows how to use these operators. For instance, the following method from that program shows how to use the equals operator:

void __fastcall TForm1::Equals1Click(TObject *Sender)

{

  AnsiString StringOne, StringTwo;



  InputDialog->GetStringsFromUser(&StringOne, &StringTwo);

  if (StringOne == StringTwo)

    Memo1->Text = "\"" + StringOne + "\" is equal to \"" + StringTwo + "\"";

  else

    Memo1->Text = "\"" + StringOne + "\" is not equal to \"" + StringTwo + "\"";



}

Here is an example of using the "smaller than" operator:

void __fastcall TForm1::SmallerThan1Click(TObject *Sender)

{

  AnsiString String1, String2;



  InputDialog->GetStringsFromUser(&String1, &String2);

  if (String1 < String2)

    Memo1->Text = "\"" + String1 + "\" is smaller than \"" + String2 + "\"";

  else

    Memo1->Text = "\"" + String1 + "\" is not smaller than \"" + String2 + "\"";



}

The AnsiCompareIC function is useful if you want to ignore the case of words when comparing them. This method returns zero if the strings are equal, a positive number if the string calling the function is larger than the string to which it is being compared, and negative number if it is not larger than the string to which it is being compared:

void __fastcall TForm1::IgnoreCaseCompare1Click(TObject *Sender)

{

  AnsiString String1, String2;



  InputDialog->GetStringsFromUser(&String1, &String2);

  if (String1.AnsiCompareIC(String2) == 0)

    Memo1->Text = "\"" + String1 + "\" equals \"" + String2 + "\"";

  else if (String1.AnsiCompareIC(String2) > 0)

    Memo1->Text = "\"" + String1 + "\" is larger than \"" + String2 + "\"";

  else if (String1.AnsiCompareIC(String2) < 0)

    Memo1->Text = "\"" + String1 + "\" is smaller than \"" + String2 + "\"";



}

Consider the following chart:
StringOne StringTwo Result
England England Returns zero
England France Return a negative number
France England Returns a positive number

Using the Pos Method

The Pos method is used to find the offset of a substring within a larger string. Here is a simple example from the UsingAnsiString program of how to use the Pos function:

void __fastcall TForm1::SimpleString1Click(TObject *Sender)

{

  AnsiString S = "Sammy";

  Memo1->Text = S;

  int i = S.Pos("mm");

  S.Delete(i + 1, 2);

  Memo1->Lines->Add(S);

}

This code creates an AnsiString initialized to the name "Sammy". It then searches through the string for the place where the substring "mm" occurs, and returns that index so that it can be stored in the variable i. I then use the index as a guide when deleting the last two characters from the string, thereby transforming the word "Sammy" to the string "Sam".

Here is a similar case, except that this time code searches for a tab rather than an ordinary substring:



void __fastcall TForm1::Pos1Click(TObject *Sender)

{

  AnsiString S("Sammy \t Mike");

  Memo1->Text = S;

  AnsiString Temp = Format("The tab is in the %dth position",

    OPENARRAY(TVarRec, (S.Pos(`\t'))));

  Memo1->Lines->Add(Temp);



}

The code in this example first initializes the AnsiString S to a string that contains a tab, and then searches through the string and reports the offset of the tab: "The tab is in the 7th position." The Format function shown here works in the same fashion as sprintf. In fact, the following code would have the same result as the Pos1Click method shown previously:

AnsiString S("Sammy \x009 Mike");

Memo1->Text = S;



char Temp[75];

sprintf(Temp, "The tab is in the %dth position", S.Pos(`\t'));

Memo1->Lines->Add(Temp);

Escape Sequences in C++

C++ uses a series of escape sequences to represent special characters such as tabs, backspaces, and so on. If you are not familiar with C++, you might find the following table of escape sequences useful:
Human readable name Escape sequence Hex representation
Bell \a \x007
Backspace \b \x008
Tab \t \x009
Newline \n \x00A
Form Feed \f \x00C
Carriage return \r \x00D
Double quote \" \x022
Single quote \' \x027
Backslash \\ \x05C

Escape sequences are usually placed in single quotes, though in the previous case it would not matter whether I used single or double quotes in the Pos statement.

Using hex values has the exact same effect as using escape sequences. For instance, the following code creates identical output to the Pos1Click method shown previously:

AnsiString S("Sammy \x009 Mike");

Memo1->Text = S;

AnsiString Temp = Format("The tab is in the %dth position",

OPENARRAY(TVarRec, (S.Pos(`\x009'))));

Memo1->Lines->Add(Temp);

Though some programmers may find it simpler and more intuitive to use the Hex values shown in the last column of the table, the arcane-looking escape sequences cling on in C++ code because they are portable to platforms other than Windows and DOS.

Arrays of AnsiStrings

In this section you will see how to declare an array of AnsiStrings. The text includes examples of how to access them as standard null-terminated strings, and how to use them in moderately complex circumstances.

The following ChuangTzu program uses some Chinese quotes with a millennium or two of QA under their belt to illustrate the favorite theme of this book:

Easy is right. Begin right

And you are easy.

Continue easy and you are right.

The right way to go easy

Is to forget the right way

And forget that the going is easy.

This program declares this string as an AnsiString, and then passes it to a procedure that can break it down into a series of words. These words are passed back one at a time and added into an array. The array is then displayed in a series of one word lines in a memo control. The program appears in Listings 3.1 and 3.2.

Listing 3.1. The header for the ChuangTzu program.



//--------------------------------------------------------------------------

#ifndef MainH

#define MainH

//--------------------------------------------------------------------------

#include <Classes.hpp>

#include <Controls.hpp>

#include <StdCtrls.hpp>

#include <Forms.hpp>

//--------------------------------------------------------------------------



class TChuangTzu

{

private:

  int FCount;

  AnsiString FWords[40];

  AnsiString GetWords(int Index);

  void SetWords(int Index, AnsiString S);

public:

  TChuangTzu(){ FCount = 0; }

  __property AnsiString Words[int Index] = {read=GetWords, write=SetWords};

  __property int Count={read=FCount, write=FCount};

};



class TForm1 : public TForm

{

published:

  TButton *Button1;

  TMemo *Memo1;

  void __fastcall Button1Click(

  TObject *Sender);

private:

public:

  virtual __fastcall TForm1(TComponent* Owner);

};

//--------------------------------------------------------------------------

extern TForm1 *Form1;

//--------------------------------------------------------------------------

#endif

Listing 3.2. The main module of the ChuangTzu program.



#include <vcl.h>

#pragma hdrstop

#include "Main.h"

#include "codebox.h"

#pragma resource "*.dfm"

TForm1 *Form1;



///////////////////////////////////////

// ChuangTzu //////////////////////////

///////////////////////////////////////

AnsiString TChuangTzu::GetWords(int i)

{

  return FWords[i];

}



void TChuangTzu::SetWords(int i,const AnsiString s)



{

   FCount++;

   FWords[i]=s;

}



AnsiString StripWords(AnsiString &S, char Token)

{

  AnsiString TokenStr(Token);

  AnsiString Temp1;

  AnsiString Temp2 = S + ` `;



  Temp1 = strtok(S.c_str(), TokenStr.c_str());

  Temp2 = strrev(Temp2.c_str());

  Temp2.SetLength(Temp2.Length() - (Temp1.Length() + 1));

  S = strrev(Temp2.c_str());

  return Temp1;

}



///////////////////////////////////////

// Form1 //////////////////////////////

///////////////////////////////////////



__fastcall TForm1::TForm1(TComponent* Owner)

  : TForm(Owner)

{

}



void __fastcall TForm1::Button1Click(

  TObject *Sender)

{

  TChuangTzu C;

  AnsiString S1;

  int i = 0;

  AnsiString S =

    "Easy is right. Begin right ";

    "And you are easy. "

    "Continue easy and you are right. "

    "The right way to go easy "

    "Is to forget the right way "

    "And forget that the going is easy.";



  do

  {

    S1 = StripWords(S, ` `);

    C.Words[i] = S1;

    i++;

  } while (S1 != "");





  for (i = 0; i < C.Count; i++)

  {

    Memo1->Lines->Add(C.Words[i]);

  }



}

The core of this program is the ChuangTzu class definition:

class TChuangTzu

{

private:

  int FCount;

  AnsiString FWords[40];

  AnsiString GetWords(int Index);

  void SetWords(int Index, AnsiString S);

public:

  TChuangTzu(){ FCount = 0; }

  __property AnsiString Words[int Index] = {read=GetWords, write=SetWords};

  __property int Count={read=FCount, write=FCount};

};

At the heart of the object is the declaration for an array of 40 AnsiStrings:

AnsiString FWords[40];

You can access the second member of this array with code that looks like this:

FWords[1] = "Let some sad trumpeter stand on the empty streets at dawn."

AnsiString S = FWords[1];

The ChuangTzu object provides an array property that gives you access to this private data. There is, of course, no reason why you can't declare an array of AnsiStrings on their own without a supporting object. However, I thought it might be helpful to see how you can use an array in your program without breaking the rule about keeping the raw data of your objects private.

Here is the declaration for the array property:

__property AnsiString Words[int Index] = {read=GetWords, write=SetWords};

As you can see, it returns an AnsiString and can be indexed with an integer value. (There is nothing to keep you from declaring array properties that are indexed with AnsiStrings!)

Here is the get method for the array:

AnsiString TChuangTzu::GetWords(int i)

{

  return FWords[i];



}

Notice that it takes a single integer as a parameter and returns an AnsiString.

Here is the set method for the array:

void TChuangTzu::SetWords(int i,const AnsiString s)

{

  FCount++;

  FWords[i]=s;

}

This function takes both an integer and a string as parameters. In order to call this method, you write

ChuangTzu.Words[i] = "peace proclaims olives of endless age."

Here you can see the integer that is passed to SetWords, as well as a quote from Shakespeare's 107 sonnet that is passed in the second parameter. The FCount variable is used to track the number of entries in the array. Note that properties provide an improvement over get and set methods by letting you use simple array syntax.

Here is an example of how to declare a large AnsiString that extends over several lines:

AnsiString S =

    "Easy is right. Begin right ";

    "And you are easy. "

    "Continue easy and you are right. "

    "The right way to go easy "

    "Is to forget the right way "

    "And forget that the going is easy.";

The StripWords function is used to peel off words from this quote one at a time, starting at the front:

AnsiString StripWords(AnsiString &S, char Token)

{

  AnsiString TokenStr(Token);

  AnsiString Temp1;

  AnsiString Temp2 = S + ` `;



  Temp1 = strtok(S.c_str(), TokenStr.c_str());

  Temp2 = strrev(Temp2.c_str());

  Temp2.SetLength(Temp2.Length() - (Temp1.Length() + 1));

  S = strrev(Temp2.c_str());

  return Temp1;

}

There are two interesting things about this function. The first shows how to concatenate strings with the plus operator, and the second shows how to use standard C string functions on an AnsiString.

Notice the bit of syntax that adds a space onto the end of the string passed to the function:

AnsiString Temp2 = S + ` `;

You can always use the plus operator to append or prefix information to an AnsiString. This eliminates any need for you to use the strcat function, though strcat is a likely candidate for the routine inside the AnsiString implementation that actually performs the concatenation.


NOTE: The reason I append a space onto the end of this string is to ensure that the AnsiString object that underlies this C string makes a unique copy of it. If I simply assign the two strings without changing them, the call to strrev or strtok will affect both strings!

Note also that AnsiStrings support the += operator. Therefore you don't have to write S = S + "Sam", but can write S += "Sam".

I do, however, use standard C functions to tokenize and reverse the strings:

Temp1 = strtok(S.c_str(), TokenStr.c_str());

Temp2 = strrev(Temp2.c_str());

Temp2.SetLength(Temp2.Length() - (Temp1.Length() + 1));

What the function does here is not important. Just notice that I can get at the underlying null-terminated string with the c_str() method of the AnsiString class. Once I have access to the underlying string, I can pass it to any of the standard C functions such as strrev, strcat, strtok, and so on.

To get the length of a string, call the Length method of the AnsiString class:

int I = MyString.Length();

I have gone on at some length about the AnsiString class because it is used extensively throughout this book and throughout most BCB programs. The key fact to remember is that AnsiStrings are compatible with the VCL. For instance, you can assign an AnsiString directly to a VCL control:

AnsiString S("Doubting the filching age will steal his treasure");

Edit1->Text = S;

You can also assign a regular C string to a VCL control, but that is because the VCL string is represented on the C++ side as an AnsiString, which can have its constructor called by a null-terminated string:

char S[] = {"Till either gorge be stuffed or prey be gone"};

Memo1->Text = S;


NOTE: This time the quote is from Shakespeare's Venus and Adonis, with this seemingly gruesome line appearing in the following context:

Till either gorge be stuffed or prey be gone
Even so she kiss'd his brow, his cheek, his chin,
And where she ends she doth anew begin.


The bard's point being, I suppose, that her appetites were large.

In fact, you can take advantage of these constructors and assign an integer directly to a VCL control:

Memo1->Text = 2;

This is considerably more freedom than the strongly typed Object Pascal language would ever give you liberty to pursue.

Exploring SYSDEFS.H

This chapter is largely about the places where C++ and the VCL are woven together. Most of the code that is used to accomplish this end is found in SYSDEFS.H. SYSDEFS.H is the place where the developers put most of the core system code needed to allow BCB to use the VCL native types. In particular, if there was some element of Object Pascal not supported by C++ that played a role in the VCL, solutions to that problem were mapped out in this file. The only major exception to this rule is DSTRINGS.H, where the AnsiString class is declared.


NOTE: SYSDEFS.H is to some degree a testament to the power of the C++ language. It features classes and templates that emulate features of Object Pascal that Delphi relies on the compiler to implement. The advantage of having the compiler implement these features is that it is possible to pick and choose exactly what kind of syntax you want to use. Thus the elegance and simplicity of the Object Pascal language. On the other hand, the extraordinary richness and flexibility of the C++ object model is highlighted beautifully by the work done in SYSDEFS.H.

The following classes appear in SYSDEFS.H:

class __declspec(delphireturn) Currency : public CurrencyBase

class __declspec(delphireturn) TDateTime : public TDateTimeBase

class __declspec(delphiclass) TObject

class TMetaClass

class __declspec(delphireturn) Set

class TVarArray

class TVarData

class TVarRec

template<class T> class OpenArray

class __declspec(delphireturn) Variant: public TVarData

class AutoCmd

class NamedParm

class Procedure: public AutoCmd

class Function: public AutoCmd

class PropertySet: public AutoCmd

class PropertyGet: public AutoCmd

typedef class TMemoryManager *PMemoryManager;

class THeapStatus;

Some of these classes, such as TObject and TMetaClass, have already been discussed at length. Other classes such as Procedure, Function, PropertyGet, and PropertySet are part of the guts of the BCB-VCL interface, and are not worth discussing in this context. But a few of these classes, notably Set, Currency, TDataTime, Variant, and TMemoryManager play an important role in standard BCB programming, and will therefore be covered in the next few pages. I will also take a look at TVarRec and OpenArray, because they play an important supporting role in the object model.

Formatting Text

In the next three sections, called TDateTime, TCurrency, and OpenArrays, I explore some of the ways you can format text before presenting it to the user. You should read through all three sections to get a feeling for some of the options supplied by BCB.

Many tools for formatting text have been contributed by third-party VCL vendors. There are many sites on the Web that provide links to third-party toolmakers. To get started, visit the Link section of my Web site: users.aol.com/charliecal, or go to www.borland.com.

TDateTime

The VCL comes equipped with a number of functions for working with the current date or time, as shown by this excerpt from the online help:
Date Returns the current date
DateTimeToStr Converts a value from time format to a string
DateTimeToString Converts a value from time format to a string
DateToStr Converts a value from date format to a string
DayOfWeek Returns the current day of the week
DecodeDate Decodes the specified date
DecodeTime Decodes the specifies time
EncodeDate Returns values specified in date format
EncodeTime Returns values specified in time format
FormatDateTime Formats a date and time using the specified format
Now Returns the current date and time
StrToDate Coverts a string to a date format
StrToDateTime Converts a string to a date/time format
StrToTime Converts a string to a time format
Time Returns the current time
TimeToStr Converts a time format to a string

There is also a TDateTimeField that is used in database programming.

Many of these functions work with an object type called TDateTime that is found in the SYSDEFS.H unit. Most of the rest of this section is dedicated to exploring the uses of the TDateTime type. This type exists in order to provide compatibility with the VCL routines listed at the beginning of this section.

The following method shows two different ways of outputting the current date:

void __fastcall TForm1::CurrentDate1Click(TObject *Sender)

{

  TDateTime Date1, Date2 = Now();

  AnsiString S;



  DateTimeToString(S, "dddd, mmmm dd, yyyy", Date1.CurrentDate());

  S += "\r" + Date2.FormatString("dddd, mmmm dd, yyyy");



  ShowMessage(S);



}

The code shown in the CurrentDate1Click method outputs the following text inside a RichEdit control:

Tuesday, January 07, 1997

Tuesday, January 07, 1997


NOTE: The TRichEdit control from the Win95 page of the Component Palette provides supports for the RTF format. There is no set limit on the amount of text you can display in a TRichEdit control, and it supports the use of multiple fonts and colors inside a single control. There are also routines for saving the loading and saving the contents of the control, and for printing.

I initialize the first of the two TDateTime objects with the default constructor, which automatically sets the date to Saturday, December 30, 1899. Then set asks this object to retrieve the current date (not the default date), which it passes to me in the form of a TDateTime object:

static TDateTime __fastcall CurrentDate();

A raw TDateTime object is obviously not something I can show to the user, so I use the VCL DateTimeToString routine to convert it into a string:

DateTimeToString(S, "dddd, mmmm dd, yyyy", Date1.CurrentDate());

This routine takes a string in the first parameter, a format string in the second parameter, and a TDateTime record in the third parameter.


NOTE: If you look in SYSDEFS.H, you will see that TDateTime is declared delphireturn. That is because this object needs to conform to the expectations of VCL routines such as DateTimeToString. In other words, this is a classic example of what use the BCB team made of delphireturn.

The second TDateTime object shown in this example is set equal to the current date during its construction:

TDateTime Date2(Now());

Notice that I pass the VCL routine called Now to the TDateTime constructor. Now returns a variable of type TDateTime that is initialized to the current date and time. You can then use the FormatString method of the TDateTime object to retrieve the current string:

S += "\n" + Date2.FormatString("dddd, mmmm dd, yyyy");

The FormatString method takes the same type of format string passed to DateTimeToString.

Format strings are documented in the online help, but the basic idea behind them is that if you pass in two letters, you get a number back; pass in three letters, and you get an abbreviation back; and pass in four letters, and you get a whole word back:

dd => 01

ddd => Sun

dddd => Sunday

The following method displays the current time in a specified format:

void __fastcall TForm1::CurrentTime1Click(TObject *Sender)

{

  TDateTime Date(Now());

  RichEdit1->Text = Date.FormatString("h:nn:ss am/PM");



}

The result will look something like this:

12:27:56 PM

In this case, the PM is in large letters because I wrote it that way in the format specifier. Had I written am/pm, the resulting string would have looked like this: 12:27:56 pm. The rest of the format specifiers works like this:

h => No leading zero

hh => Prefix a leading zero

In short, if you pass in one letter, you get back a string with no leading zero; if you pass in two, a leading zero will be added automatically. Notice that you pass in an n to specify the format for minutes. This is because m has already been used for months.

Here is a table listing the various specifiers you can use:

Format specifier Item
s Seconds
m Minutes
h Hour
d Day
m Month
y Year
am/pm Format for time
c Uses ShortDateFormat and LongTimeFormat
t Uses ShortTimeFormat
tt Uses LongTimeFormat
ddddd Display date using ShortDateFormat
dddddd Display date using LongDateFormat

The various date and time formats shown in the last items will be explained in just one moment.

The DateTimeString., DateString, and TimeString methods of the TDateTime object do not require that you provide format specifiers. Here, for instance, is an example of how to use the DateTimeString method:

void __fastcall TForm1::DateandTime1Click(TObject *Sender)

{

  TDateTime Date(Now());

  RichEdit1->Lines->Add(Date.DateTimeString());



}

On my system, the code shown here produces the following result:

1/7/97 12:31:24 PM

The format used in this case is global to the system. You can change these settings by working with a series of global variables found in SYSUTILS.HPP:

extern System::AnsiString CurrencyString;

extern unsigned char CurrencyFormat;

extern unsigned char NegCurrFormat;

extern char ThousandSeparator;

extern char DecimalSeparator;

extern unsigned char CurrencyDecimals;

extern char DateSeparator;

extern System::AnsiString ShortDateFormat;

extern System::AnsiString LongDateFormat;

extern char TimeSeparator;

extern System::AnsiString TimeAMString;

extern System::AnsiString TimePMString;

extern System::AnsiString ShortTimeFormat;

extern System::AnsiString LongTimeFormat;

extern System::AnsiString ShortMonthNames[12];

extern System::AnsiString LongMonthNames[12];

extern System::AnsiString ShortDayNames[7];



extern System::AnsiString LongDayNames[7];

On my system, these values are preset as follows:



CurrencyString: $

CurrencyFormat: 0

NegCurrFormat: 0

ThousandSeparator: ,

DecimalSeparator: .

CurrencyDecimals: 2

DateSeparator: /

ShortDateFormat: M/d/yy

LongDateFormat: dddd, MMMM dd, yyyy

TimeSeparator: :

TimeAMString: AM

TimePMString: PM

ShortTimeFormat: h:mm AMPM

LongTimeFormat: h:mm:ss AMPM

ShortMonthNames: Jan

ShortMonthNames: Feb

ShortMonthNames: Mar

ShortMonthNames: Apr

ShortMonthNames: May

ShortMonthNames: Jun

ShortMonthNames: Jul

ShortMonthNames: Aug

ShortMonthNames: Sep

ShortMonthNames: Oct

ShortMonthNames: Nov

ShortMonthNames: Dec

LongMonthNames: January

LongMonthNames: February

LongMonthNames: March

LongMonthNames: April

LongMonthNames: May

LongMonthNames: June

LongMonthNames: July

LongMonthNames: August

LongMonthNames: September

LongMonthNames: October

LongMonthNames: November

LongMonthNames: December

ShortDayNames: Sun

ShortDayNames: Mon

ShortDayNames: Tue

ShortDayNames: Wed

ShortDayNames: Thu

ShortDayNames: Fri

ShortDayNames: Sat

LongDayNames: Sunday

LongDayNames: Monday

LongDayNames: Tuesday

LongDayNames: Wednesday

LongDayNames: Thursday

LongDayNames: Friday

LongDayNames: Saturday

For instance, the following code changes the nature of the current ShortDateFormatString:

void __fastcall TForm1::SetShortDateFormattoMMMMDDDDYYYY1Click(TObject *Sender)

{

  RichEdit1->Text = Now();

  ShortDateFormat = "MMMM/DDDD/YYYY";

  RichEdit1->Lines->Add(Now());



}

The text displayed by calling this function is as follows:

1/7/97 1:30:21 PM

January/Tuesday/1997 1:30:21 PM

The first block of text shows the default behavior, and the second block shows what happened after I made a few subtle changes to the system.

The system initializes the date and time strings to the choices you make in Windows. You can see the current Windows settings by calling GetLocaleInfo. Changes you make are written to the system registry if you send a WM_INICHANGE message to your own nonconsole mode application.

The following lines of code show how you can compare two times using the greater than operator:

void __fastcall TForm1::SetTimeOne1Click(TObject *Sender)

{

  FTimeOne = Now();

  RichEdit1->Text = FTimeOne.TimeString();

}



void __fastcall TForm1::SetTimeTwo1Click(TObject *Sender)

{

  FTimeTwo = Now();

  RichEdit1->Lines->Add(FTimeTwo.TimeString());

}



void __fastcall TForm1::CompareOnetoTwo1Click(TObject *Sender)

{

  AnsiString S;



  if (FTimeOne > FTimeTwo)

    S = FTimeOne.TimeString() + " > " + FTimeTwo.TimeString();

  else

    S = FTimeTwo.TimeString() + " > " + FTimeOne.TimeString();

  RichEdit1->Lines->Add(S);



}

The first method shown here sets a global object called TimeOne to the current time. The second method sets a second global object to the current time. After calling the two functions at a two-second interval, you can end up with the objects initialized to two different times:

2:10:29 PM

2:10:31 PM

You can then use the third function to compare them using the > operator:

2:10:31 PM > 2:10:29 PM

You can also use the ++ operator on the current time to increment the day by one:

void __fastcall TForm1::CompareTwotoOne1Click(TObject *Sender)

{

  int i;



  RichEdit1->Lines->Add(FTimeOne.DateTimeString());

  FTimeOne++;

  RichEdit1->Lines->Add(FTimeOne.DateTimeString());



}

Here is the output in the RichEdit control after a run off all four functions:

2:13:03 PM

2:13:05 PM

2:13:05 PM > 2:13:03 PM    // First call to compare

1/7/97 2:13:03 PM

1/8/97 2:13:03 PM

2:13:03 PM > 2:13:05 PM    // Second call to compare

As you can see, calling the ++ operator incremented the day by one. After incrementing the values, a second call to the compare function showed that FTimeOne is now larger than FTimeTwo. Even though it is still two seconds smaller than date two, it is now a day later, and hence larger.

This should give you some sense of what you can do with the TDateTime type. This has not been an exhaustive investigation of what can be done, but if you now open up SysDefs.h, you should have no trouble following the drift of the declaration for the other methods in the TDateTime object. The code samples shown in this section are from a program found on disk called, in a flight of poetic fancy, DateTime1.

TCurrency

I will now spend a few minutes looking at TCurrency. After the rather lengthy investigation of TDateTime that you just saw, there should not be much need to examine this object in-depth, because it follows the same general patterns of logic you saw in the previous section.

When following this discussion, remember that the primary reason the type exists is for compatibility with the VCL. In particular, the TCurrency type, like the TDateTime type, is used in database programming. For instance, there is a TCurrencyField and a TDateTimeField available for database programmers. The principles behind the field types are examined in detail throughout the lengthy database section of this book, Chapters 8 through 18, and particularly in Chapter 11, "Working with Field Objects."

The Currency type is a wrapper around the built in __int64 type. The compiler probably will not support assigning large numbers directly to a variable of type Currency:

Currency C = 5000000000000; // This probably won't work

You can, however, pass in a string that holds a large number. Consider the following method:

Currency C = void __fastcall TForm1::Button1Click(TObject *Sender)

{

  Currency C("500000000000000");



  AnsiString S = C;

  Edit1->Text = S;

  Edit2->Text = Format("%m", OPENARRAY(TVarRec, (C)));



}

This method initializes a variable of type currency to a large number with a string. Most of the time large numbers will be entered by the user in an edit control, so this is a reasonable way to proceed.

Once you have an instance of a Currency type, you can display it directly to the user or assign it to a TCurrencyField from a database table. Notice that you can assign a string directly to a Currency field, and vice versa. When translating a currency type to a string, the result does not produce a formatted result string. Instead, you see a plain number:

500000000000000

If you want to display the string with proper formatting, use the Format function, as shown in the Button1Click method:

$500,000,000,000,000.00

I will describe the Format function, and OpenArrays, in the next section of this chapter, called "Working with OpenArrays." Note that some of the database controls will automatically display a currency type with formatting, depending in part on their attributes and the contents of the Data Dictionary.

The currency type will handle numbers in the following range:

-922337203685477.5808..922337203685477.5807

That is, it can handle between 19 and 20 digits.

There are many operators in the Currency class for performing mathematical operations. For instance, the following syntax is valid:

Currency C1 = 25000, C2 = 5000, C3;

C1 += C2;

C1 = C2 / 9;

C3 = (C1 % C2);

C3 = (C1 + C2) / C1 + (C1 % C2);

It's interesting to note that these operations are performed on objects, and not on simple types. This is an excellent example of the power of C++ and the amazing things you can do with operator overloading. If you are not used to C++, you should spend a few moments contemplating the fact that C1, C2, and C3 are objects, with methods and functions, and not just simple built-in types like integers or floats. You should open up SysDefs.h to see a list of all the supported syntax used by the Currency object.

MaskEdits and Other Issues

The native VCL TMaskEdit control deserves at least a few sentences of comment during this discussion of formatting strings. This component is a descendant of TEdit that enables you to control the kinds of characters that are entered into the control.

The key to the TMaskEdit component is the EditMask property, which enables you to enter a string that uses several special characters to define what the user can legally enter into the edit area.

There is a property editor associated with the EditMask property. In this editor, you can find a number of default masks, as shown in Figure 3.1. However, on many occasions, none of these masks will suit your purpose.

Figure 3.1. The property editor for the EditMask property.

I could, for instance, enter the following string as an EditMask:

######;0;_

The purpose of this string is to ensure that the user can enter only numeric values. In particular, these numeric values represent the number of widgets that the user wants to sell.

To understand the EditMask property, you need to study the entry associated with it in the online help. Here, you see all the characters that can be used to define a mask, along with a description of the effects associated with each character. I quote most of this list later in this section.

In the online help for the EditMask property, you will find that a pound sign (#) enables you to enter only numbers, spaces, and plus and minus characters. Notice, however, that there is also a 0 character, which requires that you enter a number in each location marked with that character. The question, then, is which special character should you use: # or 0?

In some cases, the 0 character is not what you want, because it forces the user to enter values. For instance, the following code forces the user to enter a six-digit number, one for each of the zeroes you place in the mask:

000000;0;_

The preceding mask would enable you to enter the number 123456, but it would reject 123. If you want to give the user the freedom to enter a number of any size up to 999,999, you should use the # character rather than the 0 character. One way to sum this matter up is as follows: The 0 character means that the user has to fill in that place with a number, while the # character enables the user to fill in that space with either a number or a blank space.

The zero that appears after the semicolon in the previous string specifies that the mask entered is not saved as part of the data. If I had placed a 1 here, the mask would have been saved. In this particular case, there are no mask characters to either save or discard, so it doesn't matter what I placed in this location. The phone mask, shown previously in Figure 3.1, contains two parentheses that would be affected by this value.

Finally, the very end of the previous mask includes an underscore. This value is used to specify what will be used to designate the space character.

Notice that each field of the mask is separated from the last by a semicolon. Each mask consists of three fields, which were described earlier.

The MaskEdit component is available from the Additional page of the Component palette. Notice that you can click a button in the EditMask dialog found in the EditMask property editor in order to load country-specific strings.


NOTE: The following lists format specifiers you can use in the TMaskEdit control:
! If an ! character appears in the mask, leading blanks don't appear in the data. If an ! character is not present, trailing blanks don't appear in the data.

> If a > character appears in the mask, all characters that follow are in uppercase until the end of the mask or until a < character is encountered.

< If a < character appears in the mask, all characters that follow are in lowercase until the end of the mask or until a > character is encountered.

<> If these two characters appear together in a mask, no case checking is done and the data is formatted with the case the user uses to enter the data.
\ The character that follows a \ character is a literal character. Use this character when you want to allow any of the mask special characters as a literal in the data.

L The L character requires only an alphabetic character only in this position. For the US, this is A-Z, a-z.

l The l character permits only an alphabetic character in this position, but doesn't require it.

A The A character requires an alphanumeric character only in this position. For the US, this is A-Z, a-z, and 0-9.

a The a character permits an alphanumeric character in this position, but doesn't require it.

C The C character requires a character in this position.

c The c character permits a character in this position, but doesn't require it.

0 The 0 character requires a numeric character only in this position.

9 The 9 character permits a numeric character in this position, but doesn't require it.

# The # character permits a numeric character or a plus or minus sign in this position, but doesn't require it.

: The : character is used to separate hours, minutes, and seconds in times. If the character that separates hours, minutes, and seconds is different in the International settings of the Control Panel utility on your computer system, that character is used instead of :.

/ The / character is used to separate months, days, and years in dates. If the character that separates months, days, and years is different in the International settings of the Control Panel utility on your computer system, that character is used instead of /.

; The ; character is used to separate masks.

_ The _ character automatically inserts a blank the edit box. When the user enters characters in the field, the cursor skips the blank character. When using the EditMask property editor, you can change the character used to represent blanks. You can also change this value programmatically. See the following table.

Remember that many of the database objects such as the TDateTime field provide automatic formatting for you.

This is also an area where you might consider turning to third-party products. For instance, Turbo Power Software has an excellent library called Orpheus that provides many fine controls and routines for automatically formatting strings. You should, however, explore the market thoroughly, because there are many fine products out there for handling this type of problem. In particular, many controls are found on the Web. You can visit my Web site to find links to sites that specialize in components. (users.aol.com/charliecal).

Working with OpenArrays

The VCL supports a concept called an array of const. This type will enable you to pass in a variable number of parameters. Think for a moment of the sprintf function:

int sprintf(char *buffer, const char *format[, argument, ...]);

The last argument of this function can contain multiple parameters. OpenArrays provide the same functionality in Object Pascal. In short, they enable you to pass a variable number of parameters to a function.

Here is an Object Pascal code segment declared to accept an array of const:

function Format(const Format: string; const Args: array of const): string;

The Format function acts almost exactly like sprintf. Its first parameter contains a string with various format specifiers in it, and its second parameter consists of an array containing multiple values to be formatted. The format specifiers used by Format are essentially the same as those you would use in sprintf. After all, the whole point of adding the function to the Object Pascal language was simply to duplicate the functionality of sprintf inside Object Pascal. Here is the way a call to Format looks in Object Pascal:

var

  S, Name: string;

  Age: Integer;

begin

  Name = GetName;

  Age = GetAge;

  S :=  Format("My name is %s and I am %d years old", [Name, Age]);



end;

All this is good and well, but you might object that C++ already has support for this kind of syntax through sprintf. That is correct, but you will find many VCL database routines that use arrays of const for various purposes. There are no standard C++ equivalents of these routines, as they exist only in the VCL. In other words, the C++ and Object Pascal implementations of this functionality differ in their details, even though the interface to the user is similar. As a result, special C++ classes need to be created to duplicate this built-in Object Pascal type.

While you may or may not find the Format routine itself useful, you will definitely need to know about arrays of const if you want to work with the VCL, and particularly if you want to do any database programming. For instance, the following database routines all use arrays of const: FinkKey, FindNearest, SetRange, AddRecord, SetKeyFields, AppendRecord, InsertRecord, SetFields, AssignValue, and DBErrorFmt. Clearly, this is a subject that you need to understand.

Here is the declaration for the Format function as it appears in SYSUTILS.HPP:

extern System::AnsiString __fastcall Format(const System::AnsiString Format,

  const System::TVarRec *Args, const int Args_Size);

As you can see, this function takes not two, but three parameters. You will not, however, pass all three parameters into this function, nor will you pass them into any of the database routines shown previously. Instead, you use a macro called OPENARRAY, which enables you to call VCL functions that use arrays of const with a reasonable degree of ease.


NOTE: As I am sure you have noticed already, this particular subject is not exactly the garden spot of C++Builder. We are definitely in the low-rent district right now, and so perhaps a few more words of explanation are necessary.
Object Pascal originally had no support for functions that took a variable array of parameters. As the spec for Delphi developed, it became clear that there had to be a solution to this problem. The language needed to support functions that took a varying array of parameters because various database calls demanded this functionality. In particular, routines that dealt with keyed fields needed varying numbers of parameters depending on the number of fields present in a composite key.

An array of const was the solution the Object Pascal team came up with for this problem. On the Delphi side, this is a elegant solution that enables you to write simple, easy-to-read code. However, this is not the same solution that the C and C++ languages used when resolving a similar problem. As a result, arrays of const are implemented in an entirely different manner than either the variadic arguments such as you find in sprintf, or the standard C++ practice of function overloading. There was, in short, no common ground between the two languages when it came to this subject.

Hence you find your self wandering down this dark alley, where OpenArrays meet the array of const. I won't make myself look foolish by trying to claim that the solution found here is elegant, but it is usable. Given the nature of the problem the BCB team had thrust upon them, the solution seems reasonable to me.
I also do not feel that this particular low-rent district is typical of BCB neighborhoods. I love BCB components, properties, and events. These are areas where the tool really shines. Open arrays, on the other hand, are at best nothing more than a satisfactory solution to a difficult problem.

One important point to note about the BCB environment, however, is that you can use function overloading in some cases, OPENARRAYS in other cases, or switch to Object Pascal code and use elegant and concise solution provided by an array of const. This environment provides a rich set of tools from which you can pick and choose. Because you have access to the tools available in two different languages, there is no other programming environment on the market that even comes close to the richness of features found in BCB.

Here is a routine that uses both open arrays and sprintf to solve the same problem:

void __fastcall TForm1::Button1Click(TObject *Sender)

{

  char S[150];



  if (MoreInput->ShowModal() == mrOk)

  {

    sprintf(S, "Hello, my name is %s, and I'm %d years old.",

     MoreInput->Name, MoreInput->Age);

    Edit1->Text = S;



    Edit2->Text = Format("Hello, my name is %s, and I'm %d years old.",

     OPENARRAY(TVarRec, (MoreInput->Name, MoreInput->Age)));

  }

}

In showing your comparative examples of sprintf and Format, this function makes use of a second form called TMoreInput. I will discuss this form in the next section of the chapter. For now, however, I will forgo discussing multiform projects, and will concentrate instead on using OpenArrays.

As you can see, it doesn't really take any more code to use Format and OPENARRAY than it does to use sprintf. In fact, both techniques have their disadvantages. The sprintf method requires you to declare a temporary variable, the Format method gives you a good dose of the wordy OPENARRAY macro. However, neither technique is particularly difficult to implement.

When using OPENARRAY, you usually pass TVarRec as the first argument of the macro, and then pass a comma-delimited set of variables in the second argument. The entire second argument should be set off by parentheses. Here are a few rather artificial examples of how to use the macro:

OPENARRAY(TVarRec, (1))

OPENARRAY(TVarRec, (1, 2))

OPENARRAY(TVarRec, (1, 2, 3))

And so on, up to, but not beyond, 18. The point is that you pass the variables you want to have processed in the second argument to the macro. You can pass any type in this section, because the macro itself doesn't care. The method that is using the macro may not be so forgiving, however, so you need to put some thought into the code you write. For instance, Format takes only certain types of parameters, and there would be no point in passing something to OPENARRAY that the Format function could not process. The same holds true of sprintf. There would be no point in passing the wrong type of parameter to it, because the format specifiers handle only certain types.

The OPENARRAY macro itself is very simple:

#define OPENARRAY(type, values) \

   OpenArray<type>values, OpenArrayCount<type>values.GetHigh()

As you can see, it takes two separate object templates to make the array work. (In fact, TVarRec is a third object, so it takes three objects in all to bring this business home for dinner.) If you are interested, you can open up SysDefs.h and see how this technology is implemented. For the purposes of this book, however, I will simply say that this is one of those cases where you should "pay no attention to the man behind the curtain." I just let the macro do its work and concentrate instead on the parts of the program that are under my jurisdiction.

That is all I'm going to say about OpenArrays. As I conceded earlier, this is not really the garden spot of BCB programming. However, the code I've shown you does get the job done. In particular, the point of this OpenArray business is that it enables you to pass a variant number of parameters to a function. This is a pretty slick trick in itself, and some programmers will probably be able to find occasions when they can use this technology for their own purposes. Its main value, however, is simply that it enables you to use the parts of the VCL that are expecting an array of const.

Using Two Forms in One Program

The sample function shown above called Button1Click has a line in it where a second form is launched:

if (MoreInput->ShowModal() == mrOk)

The program uses this second form to retrieve the name and age input from the user.

Popping up a form to get information from a user is a common task in BCB, so I should perhaps take a moment to explain how it works.

To get started, you should use the File menu, or some other tool, to create a second form for your project. Save it into the same directory where your current project is located. Add two edit controls labeled Name and Age to the second form, and place two TBitBtns on the form, as shown in Figure 3.2. Use the Kind property of the BitBtns to make one an OK button and the second a Cancel button. Notice that the ModalResult property of the OK TBitBtn is automatically set to mrOk, and the ModalResult property of the Cancel TBitBtn is automatically set to mrCancel.

Figure 3.2.The form for the TMoreInput dialog has two labels, two edit controls, and two TBitBtns.

Now create two properties that users of the form can use when they need to access the input from the user:

class TMoreInput : public TForm

{

  // Code omitted here

private:

  AnsiString FName;

  int FAge;

public:

  virtual __fastcall TMoreInput(TComponent* Owner);

  __property int Age={read=FAge, write=FAge};

  __property AnsiString Name={read=FName, write=FName};



};

As you can see, the Age and Name properties front for two private variables of the object. These variable are assigned to the user's input if the user presses the OK button:

void __fastcall TMoreInput::OkBtnClick(TObject *Sender)

{

  Name = Edit1->Text;

  Age = Edit2->Text.ToInt();



}

It is now time to go full circle and look back at the stripped-down version of the function that makes use of this dialog:

void __fastcall TForm1::Button1Click(TObject *Sender)

{

  if (MoreInput->ShowModal() == mrOk)

  {