Development system with methods for runtime binding of user-defined classes
First Claim
1. In a system for creating and using objects created from classes in a computer, each class providing at least one prototype defining behavior for an object, a method for providing runtime binding of classes to objects upon execution of a program, the method comprising:
- specifying creation at runtime of a particular object of a particular class, said particular object being constructed to dynamically accept one of several prototypes from the particular class, in order of a pre-selected preference, during runtime execution of the program; and
at runtime, creating the particular object by performing such steps of;
(i) attempting to read the prototype from the class which is preferred for creation of the particular object,(ii) if the prototype which is preferred for creation of the particular object cannot be read, attempting to read other prototypes from the class according to the order of the pre-selected preference, until a prototype is successfully read,(iii) if prototype for the class is found, reading a prototype from a parent class from which the object class inherits, and(iv) creating the object based on a prototype which has been successfully read, so that the object exhibits runtime behavior defined by the prototype.
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Abstract
A multimedia application development system including an authoring environment and a runtime module for executing applications developed in the authoring environment is described. The system allows creation of customized objects (e.g., custom controls), by creating a user-defined class or "UDC." Typically, a UDC is created from one or more existing classes, inheriting, at least in part, behavior and functionality of those existing classes. The system provides methods where actual binding of properties and methods to an object instance of a class is deferred until runtime. With specific regard to UDC-created objects, the behaviors of parent classes are not bound to object instances at compile time. Instead, these behaviors are "late bound" by fetching them from the parent classes at runtime, on an "as needed" basis. Further, "which" particular parent classes are actually employed for this purpose at runtime can be altered, thereby providing further flexibility to the system. Since the UDC is bound only at runtime, the specific UDC actually employed can be changed up to the point of actual execution. As a result, the behavior for the object at runtime can be changed dramatically by simply re-directing the object to a different UDC (which may be one of many compatible UDCs). In this manner, the actual "context" of execution of an application at runtime depends on the particular context in which the application finds itself.
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Citations
19 Claims
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1. In a system for creating and using objects created from classes in a computer, each class providing at least one prototype defining behavior for an object, a method for providing runtime binding of classes to objects upon execution of a program, the method comprising:
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specifying creation at runtime of a particular object of a particular class, said particular object being constructed to dynamically accept one of several prototypes from the particular class, in order of a pre-selected preference, during runtime execution of the program; and at runtime, creating the particular object by performing such steps of; (i) attempting to read the prototype from the class which is preferred for creation of the particular object, (ii) if the prototype which is preferred for creation of the particular object cannot be read, attempting to read other prototypes from the class according to the order of the pre-selected preference, until a prototype is successfully read, (iii) if prototype for the class is found, reading a prototype from a parent class from which the object class inherits, and (iv) creating the object based on a prototype which has been successfully read, so that the object exhibits runtime behavior defined by the prototype. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. In a system for creating and using objects created from classes in a computer, each class providing at least one prototype defining behavior for an object, a method for handling events which occur at objects, the method comprising:
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(a) receiving notification of an event occurring in the program; (b) determining a particular object which is associated with the event; (c) determining whether the particular object has an event handler capable of processing the event; (d) if an event handler is not found, determining whether other prototypes of the class from which the object is created include an event handler capable of processing the event; (e) if an event handler is not found, examining a next higher-level object for the event handler capable of processing the event; (f) if an event handler is not found, repeating step (e) with a next higher-level object until an event handler is found or no higher-level object exists; and (g) if an event handler is found, invoking the event handler by passing it the event, providing normal processing of the event. - View Dependent Claims (16, 17, 18, 19)
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Specification