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Open Object Rexx Programming Guide

Open Object Rexx Programming Guide

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Open Object Rexx
Programming Guide
Version 3.0.0 Revision 3 Edition
November 11, 2005
Open Object Rexx: Programming Guide

Version 3.0.0 Revision 3 Edition
Published November 11, 2005
Copyright \u00a9 1995, 2004 IBM Corporation and others. All rights reserved.
Copyright \u00a9 2005 Rexx Language Association. All rights reserved.

This document was originally owned and copyrighted by IBM Corporation 1995, 2004. It was donated as open source under theCommon Public
License Version 1.0to the Rexx Language Association in 2004.

Before using this information and the product it supports, be sure to read the general information underNotices.
This program and the accompanying materials are made available under the terms of theCommon Public License Version 1.0.
Many thanks to Julian Choy for the ooRexx logo design.

Table of Contents
1. About This Book....................................................................................................................................1

1.1. Who Should Read This Book......................................................................................................1 1.2. What You Should Know before Reading This Book..................................................................1 1.3. Related Information....................................................................................................................1 1.4. A Note About Program Examples in this Document..................................................................1

2. Meet Object Rexx..................................................................................................................................3

2.1. The Main Attractions..................................................................................................................3
2.1.1. Object-Oriented Programming.......................................................................................3
2.1.2. An English-Like Language.............................................................................................3
2.1.3. Cross-Platform Versatility..............................................................................................3
2.1.4. Fewer Rules....................................................................................................................3
2.1.5. Interpreted, Not Compiled..............................................................................................4
2.1.6. Built-In Functions and Methods.....................................................................................4
2.1.7. Typeless Variables..........................................................................................................4
2.1.8. String Handling..............................................................................................................4
2.1.9. Clear Error Messages and Powerful Debugging............................................................4
2.1.10. Impressive Development Tools.....................................................................................4
2.2. Rexx and the Operating System..................................................................................................4
2.3. A Classic Language Gets Classier..............................................................................................4
2.3.1. From Traditional Rexx to Object Rexx..........................................................................5
2.4. The Object Advantage.................................................................................................................6
2.5. The Next Step..............................................................................................................................7

3. A Quick Tour of Traditional Rexx.......................................................................................................9

3.1. What Is a Rexx Program?...........................................................................................................9 3.2. Running a Rexx Program............................................................................................................9 3.3. Elements of Rexx......................................................................................................................10 3.4. Writing Your Program...............................................................................................................10 3.5. Testing Your Program...............................................................................................................11 3.6. Improving Startup Time............................................................................................................12 3.7. Variables, Constants, and Literal Strings..................................................................................12 3.8. Assignments..............................................................................................................................13 3.9. Using Functions........................................................................................................................14 3.10. Program Control......................................................................................................................14 3.11. Subroutines and Procedures....................................................................................................18

4. Into the Object World.........................................................................................................................21

4.1. What Is Object-Oriented Programming?..................................................................................21 4.2. Modularizing Data....................................................................................................................21 4.3. Modeling Objects......................................................................................................................22 4.4. How Objects Interact.................................................................................................................24 4.5. Methods.....................................................................................................................................24 4.6. Polymorphism...........................................................................................................................25 4.7. Classes and Instances................................................................................................................25 4.8. Data Abstraction.......................................................................................................................27 4.9. Subclasses, Superclasses, and Inheritance................................................................................27

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