Code Skeletons

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Code skeletons, if defined properly, is a powerful way to reduce development time.

 

 




ui_codeskeletons


      How to write

       =========

         * Click <Docks> main-menu option and select <Code Skeletons>.

         * "Code Skeletons" window will open at the right-docking area.

         * Close other docks if open to make room for its components.

         * Click <Add New> button, a dialog will appear requesting a "Name".

         * Enter recognizable name for this skeleton, i.e., "DO CASE 3",

           where "3" will represent that this case statement contains 3

           iterations of CASE statement. It is just an example, follow

           your way of recognitions.

         * After you click <ok> the name will appear in "Identity" list-box.

         * Start writing in "Code Snippet" editor, like:

             DO CASE

             CASE x ==

             CASE x ==

             CASE x ==

             ENDCASE

         * After you are done with it, click <Update>.

         * Repeat the process for some other skeletons.

         * Do not forget to click <Update> even after slightest modification.

           This will ensure that your skeleton is always in order.

         * If you wish to change the name, click on that "Name" in

           "Identity" list-box and click <Rename>, follow next process.

           Click <Update> to save permanently.

         * <Delete> is not working yet.

         * Navigate the skeletons by clicking on the prompts; you will

           find the attached code in the editor below.

 

       How to Call

       ========

         * While in the editor tab, position your editing cursor at

           desired column.

         * Press Ctrl+K, a context menu will appear near left-upper part

           of the editing tab containing all skeletons you wrote.

         * Use arrow-up/down keys to desired skeleton and press <Enter>.

         * The code skeleton will be inserted in the source aligned

           to the column you started with. The cursor will be anchored

           on the same place.

         * Alternativly you can use mouse, but keyboard navigation is

           simple in this context.

         * Note that alignment and indent of inserted code skeleton is

           perfect to starting column.


     1. Creating of skelton is as before with same interface.

 

     2. In addition, the selected text in the current editor

        can be saved as a skeleton via "Save as Skeleton..."

        option in right-click context menu. A "Name" will be

        asked via a modal input edit dialog.

 

     3. A new "Skeletons" tree-view is implemented at the Left-hand

        docking area which displays all skeletons by name.

 

     4. Hovering cursor over the name node shows up the body of

        skeleton as a tooltip, very handy.

 

     5. Double-click on the node in tree-view will insert the

        skeleton text at the current cursor position.

 

     6. Alternatively, as before, menu can be activated via CTRL+K.

 

     7. Skeletons body now supports meta data as follows:

        ---

        DO WHILE .T.

           IF cVar == "<-PROMPT>"

              xVar := <-DtoC( Date() )>

           ENDIF

           <-CUR>

           EXIT

        ENDDO

        ---

 

        You can see there are 3 occurances of <-*> token.

 

        <-PROMPT> will execute an input dialog and the resultant

        string will be inserted here.

 

        <-DtoC( Date() )> will evaluate the expression, which in

        this case, - "03/18/2010" - will be inserted. This means

        any valid Harbour expression which returns a string

        can be designated as meta-expression.

 

        <-CUR> will position the cursor at this place.


  ! Meta concept enhanced further.

       <-NAME=PROMPT> ; then NAME will be the meta and string

     returned by PROMPT dialog will be assigned to <-NAME>

     for next occurances. The assignment is done only with

     <-PROMPT> meta.

 

     This feature is especially useful when skeleton is built

     defining a class:

 

     --- SKELETON ---

 

     #include "common.ch"

 

     /*------------------------------*/

 

     CLASS <-NAME=PROMPT> INHERIT IdeObject

 

        DATA  oUI

 

        METHOD new( oIde )

        METHOD create( oIde )

        METHOD destroy()

 

        ENDCLASS

 

     /*------------------------------*/

 

     METHOD <-NAME>:new( oIde )

 

        ::oIde := oIde

 

        RETURN Self

 

     /*------------------------------*/

 

     METHOD <-NAME>:create( oIde )

 

        DEFAULT oIde TO ::oIde

        ::oIde := oIde

 

        RETURN Self

 

     /*------------------------------*/

 

 

 

     --- INSERTION ( after input "MyNewClass" in the dialog ) ---

 

     #include "common.ch"

 

     /*------------------------------*/

 

     CLASS MyNewClass INHERIT IdeObject

 

        DATA  oUI

 

        METHOD new( oIde )

        METHOD create( oIde )

        METHOD destroy()

 

        ENDCLASS

 

     /*------------------------------*/

 

     METHOD MyNewClass:new( oIde )

 

        ::oIde := oIde

 

        RETURN Self

 

     /*------------------------------*/

 

     METHOD MyNewClass:create( oIde )

 

        DEFAULT oIde TO ::oIde

        ::oIde := oIde

 

        RETURN Self

 

     /*------------------------------*/

 



 

 

 

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