Visual Basic 6 Programming:
Business Applications with a Design Perspective
Table of Contents
Chapter 12 Object Oriented Programming
- 12.1 Classes and Objects
- Object and Class
- Advantages of Object-Oriented Programming
- 12.2 Building and Using A Class
- Differences between the Class Module and the Standard Module
- Adding A Class Module to a Project
- Creating The Fixed Asset Class
- Creating a Property
- Creating A Method
- Using the FixedAsset Class
- Building and Using A Class: A Recapitulation
- 12.3 Adding Features to the Class
- Enumerated Constants
- Default Property Setting
- Raising Errors
- Implementing Events in a Class Module
- A Class with an Event: An Example
- 12.4 Reusing Objects
- Two Alternative Approaches to Reusing Objects
- Relative Advantages and Disadvantages
- 12.5 The Visual Element in an Object
- Treating the Form as an Object
- A Generalized "Search Engine"
- Coding the "Engine"
- Using the "Search Engine"
- Additional Remarks
- 12.6 Using the Class Builder Utility
- Adding the Class Builder Utility into the Add-Ins Menu
- Working with the Class Builder Utility
- Summary
- Visual Basic Explorer
- Exercises
- Projects