Difference between revisions of "Lazarus Tutorial/zh TW"

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{{Lazarus Tutorial}}
 
{{Lazarus Tutorial}}
  
''這是 Lazarus 教學的起頭,各位可自由地改進他。''
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''這是篇 Lazarus 教學的起頭,各位可自由地改進他。''
 
== 概述  ==
 
== 概述  ==
Lazarus 是一個使用 Pascal 編譯器的自由開放原始碼開發工具.Free Pascal 本身也是自由開放軟體.Lazarus IDE ([http://lazarus-ccr.sourceforge.net/kbdata/lazide.jpg 擷圖]) 提供一穩定,且專注於強調豐富程式寫作環境,並用來開發單機的圖形與主控台應用程式.Lazarus 目前可以在 Linux,Mac OS X 與 Win32 下執行.且提供可自訂的原始碼編輯器,並透過封包管理,除錯器與完整的圖形使用介面整合的編譯器做成視覺化的表格創建環境.
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Lazarus 是一個使用 Pascal 編譯器的自由開放原始碼開發工具。Free Pascal 本身也是自由開放軟體。Lazarus IDE ([http://lazarus-ccr.sourceforge.net/kbdata/lazide.jpg 擷圖]) 提供一穩定,且專注於強調豐富的程式寫作環境,並用來開發單機的圖形與主控台應用程式。Lazarus 目前可以在 Linux,Mac OS X 與 Win32 下執行。且提供可自訂的原始碼編輯器,並透過套件管理,除錯器與完整的圖形使用介面整合的編譯器做成視覺化的表格創建環境。
  
 
== 我們開始吧 ==
 
== 我們開始吧 ==
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(感謝 [[User:Kirkpatc]])
 
(感謝 [[User:Kirkpatc]])
  
取得並安裝 ([[Installing Lazarus]]) Lazarus,同時安裝所有所需的 Free Pascal 編譯器後執行 Lazarus.
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取得並安裝 ([[Installing Lazarus]]) Lazarus,同時安裝所有所需的 Free Pascal 編譯器後執行 Lazarus。
  
註:on Linux Ubuntu at least, the command to start Lazarus from a console is "startlazarus". Else if you installed it from a Debian package, you should have a Lazarus menu entry under Application/Programming.
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註:在 Linux Ubuntu 下,在主控台啟動 Lazarus 的指令是 "startlazarus"。如果你是從 Debian 的套件來安裝,你應該會在開始選單裡的應用程式/程式寫作 (Application/Programming) 下找到程式捷徑來啟動。
(Issue: In Debian and Ubuntu the main binary and the package was renamed to "lazarus-ide" because the "tct" package already comes with an utility called "lazarus".).
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(己知問題: Debian Ubuntu 裡的主要執行檔與套件已經改名成 "lazarus-ide",因為已經有個 "tct" 的工具套件被取名叫 "lazarus")
  
  
  
 
===  你的第一個 Lazarus 程式! ===
 
===  你的第一個 Lazarus 程式! ===
從主選單裡,選擇〔專案〕 - 〔新增專案-應用程式〕 (Project - New Project-Application)
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從主選單裡,選擇〔專案〕 - 〔新增專案-應用程式〕 (Project - New Project-Application)
Several windows will appear on the desktop:  the main menu at the top, the Object Inspector on the left, the Lazarus Source Editor occupying most of the desktop, and a ready-made Form1 window overlying the Source Editor.
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幾個視窗會出現在你的桌面上:上方的主選單,左方的物件檢視器,Lazarus 原始碼編輯器佔桌面的一大半部份,並有一個已經備妥的 Form1 視窗於原始碼編輯器重疊著出現。
On the top Menu window, underneath the menu line, is a row of tabs.  If the 'Standard' tab is not already selected, select it by clicking with the mouse. Then find the Button icon (a rectangle with 'OK' on it) and click on that with the mouse.  Then click on the Form1 window, somewhere to the left of the middle.  A shadowed rectangle labelled 'Button1' will appear.  Click again on the Button icon in the Standard tab, and click on the Form1 somewhere to the right of centre: a rectangle labelled 'Button2' will appear.
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在上方的選單視窗,選單列的下方,有一排標籤頁。如果 '標準 (Standard)' 籤頁沒有被選取,請用滑鼠點選他。然後找到〔按鈕〕 (Button) 的圖示 (一個裡面寫著 'OK' 的四方形) 後用滑鼠按一下,游標再移到 Form1 的視窗,大概移到中間偏左的地點再按一下滑鼠鍵。一個立體的四方形,標著 'Button1' 的按鈕物件就會出現。再按一次標準籤頁裡的鈕按圖示,然後移到 Form1 中間偏右的地方再按一次,就會出現一個標著 'Button2' 的按鈕出現。
  
Now click on Button1 to select it.  The Object Inspector will display the properties of the object Button1.  Near the top is a property named 'Caption', with the displayed value 'Button1'.  Click on that box, and change 'Button1' to 'Press'.  If you hit ENTER or click in another box, you will see the label of the first button on Form1 change to 'Press'.  Now click on the Events tab on the Object Inspector, to see the various events that can be associated with the button.  These include OnClick, OnEnter, OnExit etc. Select the box to the right of OnClick:  a smaller box with three dots (... ellipsis) appears.  When you click on this, you are taken automatically into the Source Editor and your cursor will be placed in a piece of code starting:
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現在點一下 Button1 來選取它。物件檢視器會顯示出該 Button1 物件的所有內容,靠上的有一項名為 '標題 (Caption)' 的內容,裡面顯示的值是 'Button1'。點一下那個方格,將 'Button1' 改成 '按我'。如果你再按一下 ENTER 或點一下其它的方格,你就會見到原來第一個按鈕裡面標的字就會變成 '按我'。現在點選物作視察器裡的〔事件〕 (Events) 籤頁,裡面會列出所有與這個按鈕有關的事件項目。像是 OnClick,OnEnter,OnExit 等等。再選取 OnClick 右邊的方格,方格會出現三個小點的省略符號。當你再按取該省略符號,會你自動被帶進入原始碼編輯裡,且游標被定在你該撰寫讓事件原始碼的開始處:
  
 
   procedure TForm1.Button1Click(Sender: TObject);
 
   procedure TForm1.Button1Click(Sender: TObject);
 
   begin
 
   begin
     {now type:}    Button1.caption := 'Press again';
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     {現在輸入:}    Button1.caption := '再按一次';
     {the editor has already completed the procedure with}
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     {程序於此完結}
 
   end;
 
   end;
  
Press {{keypress|F12}} to select the Form1 window instead of the Source Editor.
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按一下 {{keypress|F12}} 從原始碼編輯器回到 Form1 的視窗。
  
Now edit the properties of Button2: click on Button2 to display its properties in the Object Inspector.  Change its Caption property to 'Exit' instead of 'Button2'.  Now select the Events tab, and click on the box for OnClick. Click on the ... ellipsis, and you will be taken into the Source Editor, in the middle of another procedure:
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現在接著編輯 Button2 的〔內容〕:按一下 Button2 使物件檢視器裡顯示出它的內容,變更他的〔標題〕成 '離開'。然後接著再選 OnClick 事件,再點省略符號,這時你又回到原始碼編輯器,從另一段程序開始寫作:
  
 
   procedure TForm1.Button2Click(Sender: TObject);
 
   procedure TForm1.Button2Click(Sender: TObject);
 
   begin
 
   begin
  {now type:}  Close;
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    {現在輸入:}  Close;
  {the editor has already completed the procedure with}  
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    {程序於此完結}
 
   end;
 
   end;
  
Now Press {{keypress|F12}} to see the Form1 window again. You should save your work now (and frequently!!) by selecting Project > Save Project As > your_selected_file_name.pas. Next, you will be asked to save a project information file, with the suffix .lpi. Choose a different name for this file, if both are identical you will get a "duplicate identifier" compile error (See  chapter "The Lazarus files" at the end of this tutorial).
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現在再按 {{keypress|F12}} 來看看你的 Form1 視窗。現在該是儲存你的工作的時候了 (而且應該時常)!點選專案 > 另存專案 > 你取的檔名.pas (Project > Save Project As > your_selected_file_name.pas)。然後程式會再要求你儲存你的專案資訊,副案名為 .lpi。選一個不同的檔名,如果兩個取了同樣的檔名,你在編譯的時候會遇上 "重覆的識別子" 的錯誤 (請見此教學最後一章節 "Lazarus 檔案")
You are now ready to try to compile. The simplest way to compile is to select 'Run' from the main menu at the top, and then the 'Run' option on the sub-menu.  Alternatively you could simply press F9.  This will first compile and then (if all is well) link and execute your program.
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你現在已經準備好可以開始編譯了。最簡單的方法就是在上方的主選單裡選 '執行 (Run)' 子選單,然後再按 '執行'。或是最直接地按 F9。程式會進行第一次的編譯並直接執行你的程式。
  
Several text windows will appear and all sorts of compiler messages will be typed, but eventually your Form1 window will re-appear, but without the grid of dots;  this is the actual main window of your application, and it is waiting for you to push buttons or otherwise interact with it.
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有幾個文字視窗會在你編譯的時候出現,顯示著你編譯時的所出現的訊息。但直到最後你的 Form1 視窗會重新出現,而且不帶有格子和標點。這就是你的應用程式的主畫面,並正等待你去按按鈕來與它互動。
  
Try clicking on the button labelled 'Press'.  You will notice that it changes to 'Press again'.  If you press it again, it will still say 'Press again'!!
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試著去點標著 '按我' 的按鈕。你會注意到它變成了 '再按一次',但如果你再按一次,他還是一樣顯示 '再按一次'
  
Now click on the button marked 'Exit'.  The window will close and the program will exit.  The original Form1 window with the grid of dots will reappear, ready to accept more editing activity.
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現在在按標著 '離開' 的按鈕,視窗會關閉,程式也隨之結束。然後又回到那個有格子與標點的 Form1 視窗,等待你再進一步的修改它。
  
 
=== 改進你的程式 ===
 
=== 改進你的程式 ===
Re-open your saved Project.
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再一次開啟你剛儲存的專案。
On the Form1 window click on the 'Press' button (Button1) to select it.
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Form1 視窗下點選 '按我' 按鈕 (Button1)
Select the 'Events' tab on the Object Inspector, click on the right side box next to OnClick, click on the ... ellipsis, to go back to the appropriate point in the Source Editor.
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再選物件檢視器裡的〔事件〕籤頁,點選方格右邊的省略符號,回到原始碼編輯器的相對地方。
  
Edit your code to read as follows:
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如下編輯你的程式碼:
  
 
   procedure TForm1.Button1Click(Sender: TObject);
 
   procedure TForm1.Button1Click(Sender: TObject);
  {Makes use of the Tag property, setting it to either 0 or 1}
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  {使用一個標記物,設定它是1或是零}
 
   begin
 
   begin
 
     if Button1.tag = 0 then
 
     if Button1.tag = 0 then
 
     begin
 
     begin
       Button1.caption := 'Press again';
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       Button1.caption := '再按一次';
 
       Button1.tag := 1
 
       Button1.tag := 1
 
     end else
 
     end else
 
     begin
 
     begin
       Button1.caption := 'Press';
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       Button1.caption := '按我';
 
       Button1.tag := 0
 
       Button1.tag := 0
 
     end
 
     end
 
   end;
 
   end;
  
Save your work, re-compile and run.  The left button will now toggle between two alternative messages.
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儲存你的工作,再重新編譯一次並執行。現在你左邊的按鈕就會交替地顯示訊息了。
  
The rest is up to you!
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接下來就完全看你自己了!
  
If you prefer to write Console- or text-based Pascal programs (for example if you are following a basic Pascal programming course, or you need to write programs to use in batch mode or for system programming), you can still use Lazarus to edit, compile and run your programs.  It makes an ideal environment for Pascal development. See [[Console Mode Pascal]].
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如果你偏好撰寫主控台下的 Pascal 程式 (比如說你正在上一堂 Pascal 的課要交作業用,或是為一個系統撰寫巨集指令),你也仍然可以使用 Lazarus 來撰寫、編譯並執行。有關於這個部份的開發,請見 [[Console Mode Pascal|主控台模式的 Pascal]] 的章節。
  
 
== 視窗編輯器 ==
 
== 視窗編輯器 ==
When you launch Lazarus for the first time, a series of separate disconnected or 'floating' windows will appear on your desk-top.
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當你第一次執行起 Lazarus,會出現一系列不連續的,或說浮動著的視窗。
  
The first, running right along the top of the desk-top, is titled '''Lazarus Editor vXXXXXX - project1''' (which will subsequently be modified to reflect the name of your currently-open project).  This is the main controlling window for your project, and contains the Main Menu and the Component Palette.
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首先,桌面最上方會的標題會是 '''Lazarus 編輯 vXXXXXX - 專案1''' (會隨著你目前的專案名稱變化)。這是控制你專案的主視窗,包含了主選單與元件面板。
  
 
<center>[[Image:LazMain_GTK2.png]]</center>
 
<center>[[Image:LazMain_GTK2.png]]</center>
  
On the line below the title bar is the ''Main Menu'' with the usual entries for File, Edit, Search, View categories and so on, with a few selections that are specific to Lazarus.
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標題列下面的橫幅就是''主選單 (Main Menu)'',有著一般常見的檔案,編輯,搜尋與檢視分類項目,下面還有幾個區塊來執行 Lazarus 的特定工作。
Below this on the left is a set of symbols (icons which take you rapidly to particular menu commands); and on the right is the Component Palette.
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再下來的橫幅左邊是一些符號 (可以迅速執行你要的指令);而右邊就是元件面板。
  
Under the Lazarus Editor window will appear the '''[http://lazarus-ccr.sourceforge.net/kbdata/objinsp.jpg Object Inspector]''' window on the left, and the '''[http://lazarus-ccr.sourceforge.net/kbdata/editor.jpg Lazarus Source Editor]''' on the right.  There may be another smaller window, labelled '''[http://lazarus-ccr.sourceforge.net/kbdata/blankform.jpg Form1]''', overlying the Lazarus Source Editor window.  If this is not visible immediately, it can be made to appear by pressing the {{keypress|F12}} key, which toggles between the Source Editor view and the Form view.  The Form window is the one on which you will construct the graphical interface for your application, while the Source Editor is the window which displays the Pascal code associated with the application which you are developing. The operation of the Object Inspector is discussed in more detail below while the Component Palette is described. Finally, there may also be a Message window in the lower of the screen: this one is used by Lazarus to show feedback to the programmer, for instance when compiling a program.
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Lazarus 編輯器視窗下左邊顯示的是'''[http://lazarus-ccr.sourceforge.net/kbdata/objinsp.jpg 物件檢視器]'''視窗,而'''[http://lazarus-ccr.sourceforge.net/kbdata/editor.jpg Lazarus 原始碼編輯器]'''在右邊。那裡還有很多其他的小視窗,標著 '''[http://lazarus-ccr.sourceforge.net/kbdata/blankform.jpg Form1]''',並與 Lazarus 原始碼編輯器的視窗重疊著。如果無法立即找到他,可以按下 {{keypress|F12}} 在原始碼編輯器與表單之間切換顯示。表單視窗就是指你用來為你的應用程式建立圖形介面的地方,並直接與你撰寫中的 Pascal 原始碼關聯上。而物件檢視器的操作會在解說元件面板的時候一起做更多說明。最後,我們還有一個訊息視窗在螢幕的最下方,這裡 Lazarus 會顯示要告訴程式設計師訊息,例如你在編譯過程出了問題。
  
When you start a new project (or when you first launch Lazarus) a default Form will be constructed, which consists of a box in which there is a grid of dots to help you to position the various components of the form, and a bar along the top which contains the usual '''Minimise''', '''Maximise''' and '''Close buttons'''.  If you click with your mouse cursor anywhere in this box, you will see the properties of this form displayed in the Object Inspector on the left side of the desk-top.
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當你要新開一個新的專案 (或是當你第一次開啟 Lazarus),一份預設的的表單視窗會先建立好,上面會帶有許多格點用來幫助你定位在上面各似各樣的元件。而最上面一條細長的橫幅就是常見的'''縮到最小''''''放到最大''''''關閉'''視窗按鈕。點擊表單框框裡隨便一個物作,桌面左側的物件檢視器就會顯示出此物件的所有內容。
  
Other windows that may become visible during your work:  the '''[http://lazarus-ccr.sourceforge.net/kbdata/projinsp.jpg Project Inspector]''', which contains details of the files included in your project, and allows you to add files to or delete files from your project;  the '''Messages''' window, which displays compiler messages, errors or progress reports on your project;  if Lazarus was launched from a terminal window, the original terminal remains visible and detailed compiler messages are also printed there.
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你在工作的過程中還有可能會看到一些其他的視窗:像'''[http://lazarus-ccr.sourceforge.net/kbdata/projinsp.jpg 專案檢視器]''',含有你的專案裡所擁有的檔案的詳細資料,讓你可對專案新加入或是刪除檔案。'''訊息'''視窗,用來顯示你的專案在編譯過程中出現的錯誤或任何訊息。如果你是在遠端執行 Lazarus,則你原來的這一端還是可以看到在編譯時出現的訊息。
  
  
 
== 主選單 ==
 
== 主選單 ==
  
The main menu line contains the following entries:
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主選單内容仔細的説明在這裡:[[Main menu/zh TW]]
<u>F</u>ile  <u>E</u>dit  <u>S</u>earch  <u>V</u>iew  <u>P</u>roject  <u>R</u>un  <u>C</u>omponents  <u>T</u>ools  E<u>n</u>vironment  <u>W</u>indows  <u>H</u>elp
 
  
As usual, the options can be selected either by placing the mouse cursor over the menu option and clicking the left mouse button, or by typing {{keypress|Alt|F}} on the keyboard (provided the main menu window has focus:  if it has not, hit {{keypress|Tab}} repeatedly to cycle focus through the various windows until the desired window has its title bar highlighted in colour).
+
== The Button bar ==
 
+
A small toolbar area on the left of the main editor window, just below the Main Menu and to the left of the Component Palette, contains a set of buttons which replicate frequently-used Main Menu selections:
==== 檔案子選單 (File) ====
 
<div class="floatright"> [[Image:FileMenu.png]] </div>
 
* '''New Unit''': Creates a new Unit file (Pascal Source).
 
* '''New Form''': Creates a new Form:  both the visual on-screen window and the associated Pascal source file.
 
* '''New ...''': Offers a pop-up menu box ([http://lazarus-ccr.sourceforge.net/kbdata/menu-new.jpg screenshot]) with a variety of new document types to create.
 
* '''Open''': Offers a pop-up Dialog Box to enable you to navigate the filesystem and choose an existing file to open.
 
* '''Revert''': Abandon editing changes and restore the file to its original state.
 
* '''Open Recent''': Offers a list of recently edited files, and an opportunity to select one.
 
* '''Save''': Save the current file, using its original filename. If there is no name, the system will prompt for one (just like Save As).
 
* '''Save As''': Allows you to choose a directory and filename for saving the current file.
 
* '''Save All''': Saves all the files attached to the editor, not just the current one selected.
 
* '''Close''': Closes the current file, prompting whether to save all editor changes.
 
* '''Close all editor files''': Close all files currently open in the editor.  Prompt for saving changes.
 
* '''Clean directory''': Offers a dialog with a series of editable filters for removing files from the current directory.  Useful for removing .bak files and remnants of former Delphi projects.
 
* '''Print''': Uses the system printer to print the selected file. This menu item may not appear by default if you are not using Windows; you will then need to install $Lazdir/components/printers/design/printers4lazide.pas and re-compile the IDE
 
* '''Restart''': Re-start Lazarus - useful if files have got hopelessly scrambled!
 
* '''Quit''': Exit Lazarus, after prompting for saving all edited files.
 
<div style="clear:both;"></div>
 
 
 
==== 編輯子選單 (Edit) ====
 
<div class="floatright"> [[Image:EditMenu.png]] </div>
 
* '''Undo''': Undo the last edit action, leaving the Editor in the state just before the last action.
 
* '''Redo''': Re-instates the last action that was reversed by Undo.
 
* '''Cut''': Remove the selected text or other item and place it on the Clipboard.
 
* '''Copy''': Make a copy of the selected text, leaving the original in place, and placing the copy on the Clipboard.
 
* '''Paste''': Places the contents of the Clipboard at the cursor position. If text has been selected at the cursor position, the contents of the Clipboard will replace the selected text.
 
* '''Indent selection''': Move the selected text to the right by the amount specified in Environment -> Editor options -> General -> Block indent.  This feature is useful for formatting your Pascal source code to show the underlying Block structure.
 
* '''Unindent selection''': Removes one level of indenting, moving the text to the left by the amount specified in Block indent.
 
* '''Enclose selection''': Provides a pop-up menu with a number of options for logically enclosing the selected text (begin ... end; try ... except; try ... finally; repeat ... until; { ... } etc).
 
* '''Uppercase selection''': Convert selected text to uppercase.
 
* '''Lowercase selection''': Convert selected text to lowercase.
 
* '''Tabs to spaces in selection''': Converts any tabs in the selected text to the number of spaces specified by Environment -> Editor options -> General -> Tab widths.  The number of spaces is not a fixed quantity, but is the number needed to fill the remaining width of the tab.
 
* '''Break lines in selection''': If any lines in the selected text are longer than 80 characters or the number specified in Environment -> Editor options -> Display -> Right Margin, then the line is broken at a word boundary and continued on the next line.
 
* '''Comment selection''': Makes the selected text into [[Comments|comments]]  by inserting // on each line.
 
* '''Uncomment selection''': Removes comment marks.
 
* '''Sort selection''': Sort lines (or words or paragraphs) alphabetically;  options for ascending or descending order, case sensitive or insensitive.  In the middle of program source code, of course, it makes no sense, but if you have a list you need to have sorted this will do the trick.
 
* '''Select''': Allows selection of blocks of text.  Options include select all, select to brace, select paragraph or line etc.
 
* '''Insert from character map''': Allows insertion of non-keyboard symbols such as accented characters, picked from a pop-up character map.
 
* '''Insert text''': Displays pop-up menu to allow insertion of standard text such as CVS keywords (Author, Date, Header etc) or GPL notice, username or Current date and time.
 
* '''Complete code''': Completes the code at the cursor. It is context sensitive and saves you a lot of time. For example: it completes classes, by adding private variables, Get and Set property access methods and adding method bodies. On variable assignments (e.g. i:=3;) it adds the variable declarations. On forward defined procedures it adds the procedure bodies. On event assignments (OnClick:=) it adds the method definition and the method body. See [[Lazarus IDE Tools]].
 
* '''Extract procedure''': Uses the selected text (a statement or series of statements) to build a new procedure.
 
<div style="clear:both;"></div>
 
 
 
==== The Search sub-menu ====
 
<div class="floatright"> [[Image:SearchMenu.png]] </div>
 
* '''Find''': Similar to the facility in almost all graphic text editors:  a pop-up dialog box appears allowing entry of a search text string, with options such as case sensitivity, whole words, origin, scope and direction of search.
 
* '''Find Next, Find previous''': Search again for the previously entered text string, in the specified direction.
 
* '''Find in files''': Search for text string in files:  pop-up dialog with options all open files, all files in project, or all directories;  masks available for selecting file types.
 
* '''Replace''': Similar to '''Find''';  shows pop-up dialog with place to enter search text string and replacement text, and options for case sensitivity, direction etc.
 
* '''Incremental find''': Search for the string while you are entering the search string. Example: after you choose "Incremental Find" if you press "l" the first "l" will be highlighted. If then you press "a", the editor will find the next "la" and so on.
 
* '''Goto line''': Move editing cursor to specified line in file.
 
* '''Jump back''': Jump to previous position. Everytime jumping to an error or find declaration the IDE saves the current source position. With this function you can jump back in the history.
 
* '''Jump forward''': Jump to next position. Undoes a Jump back.
 
* '''Add jump point to history''': Add the current source position to the jump hsitory.
 
* '''View Jump-History''': Look at list of jump points. ([[Lazarus_IDE_Tools#Find_Declaration|More]])
 
* '''Jump to next error''', '''Jump to previous error''': Jump to the positions in the source file of the next or previous reported error.
 
* '''Set a free bookmark''': mark the current line where the cursor is located with the next available (free) numbered bookmark, and add this to the list of bookmarks. Note that a pop-up menu (obtained by right-clicking with the mouse on the appropriate line of the source file) gives a larger range of Bookmark options, allowing the number of a bookmark to be specified, or allowing the user to jump to a numbered bookmark, not just the next or previous ones.
 
* '''Jump to next bookmark''', '''Jump to previous bookmark''': Jump to next or previous bookmark in the numerical sequence.
 
* '''Find other end of code block''': If positioned on a '''begin''', finds the corresponding '''end''' or vice versa.
 
* '''Find code block start''': Moves to the '''begin''' of the procedure or function in which the cursor is placed.
 
* '''Find Declaration at cursor''': Finds the place at which the selected identifier is declared.  This may be in the same file or another file already open in the Editor;  if the file is not open, it will be opened (so if a procedure or function is declared, for example, in <u>classesh.inc </u>, this will be opened in the Editor). ([[Lazarus_IDE_Tools#Find_Declaration|More]])
 
* '''Open filename at cursor''': Opens the file whose name is selected at the cursor.  Useful for looking at <u>Include </u> files or the files containing other <u>Units </u> used in the project.
 
* '''Goto include directive''': If the cursor is positioned in a file which is <u>Included</u> in another file, goes to the place in the other file that called the <u>Include</u> file.
 
'''<div style="clear:both;"></div>
 
* '''Find Identifier References''': Produces a list of all the lines in the current file, or the current project or all attached files, in which an identifier is mentioned.
 
* '''Rename Identifier''': Allows developer to rename an identifier. A pop-up menu asks the developer to specify whether renaming is to occur in the current file only, or throughout the project, or in all open or attached files etc. You can even rename the identifier if it occurs in comments. You would use this feature, for example, if the compiler told you that an identifier already existed, so you need a new name for your own identifier.
 
* '''Procedure List''': Produces a list of all Procedures and Functions in the current file, with the line numbers where they are defined.
 
 
 
==== The View sub-menu ====
 
<div class="floatright"> [[Image:ViewMenu.png]] </div>
 
Controls the display of various windows and panels on the screen.
 
* '''Object Inspector''': The window that usually occupies the left side of the Desktop, and displays the features of the Form which is on the desktop.  Clicking with the mouse on any component of the form will cause the details of that component to be displayed in the Object Inspector.  There is a panel at the top which shows the tree-structure of the current project, and the components of the form may optionally be selected in this panel:  this will also cause the corresponding details to be displayed in the Object Inspector.  The main lower panel has two tabs which allow selection of either '''Properties''' or '''Events''' to be displayed.  Selection of '''Properties''' causes features such as name, color, caption, font, size etc to be displayed:  there are two columns, the left showing the property, and the right showing the value associated with that property. Selection of '''Events''' displays two columns:  the left lists the possible events such as MouseClick or KeyDown associated with that component, and the right shows the action that results from that event.  If there is no action defined, then clicking in the appropriate box or on the <div class="box">...</div> button causes the Source Editor to be displayed, with the cursor already positioned in a dummy Procedure declaration, waiting for event-defining code to be typed in.
 
* '''Source Editor''': The main window in which source code is edited.  Its behaviour is very like that of most other graphical text editors, so that the mouse can move the cursor over the displayed text, and clicking with the left mouse button while dragging the mouse will select and highlight text.  Right clicking with the mouse displays a pop-up menu, it includes the usual Edit Cut, Copy or Paste functions, ''Find Declaration'' and ''Open File at Cursor''.  The top of the Source Editor window has a number of tabs, corresponding to the files that are open for the current project;  clicking on any tab makes that file visible, and you can move easily from file to file, copying and pasting between files and performing most of the normal editing functions.  The Source Editor performs color syntax highlighting on the code, with different colors for punctuation marks, comments, string constants etc.  It will also maintain the level of indentation from line to line as you type in code, until you change the indentation.  The function and appearance of the Source Editor are very configurable from the Main Menu by selecting Environment -> Editor options and then selecting one of several tabs in the pop-up dialog box.
 
* '''Code Explorer''': A window usually placed on the right of the Desktop which displays, in tree form, the structure of the code in the current unit or program.  It usually opens with just the Unit name and branches for Interface and Implementation sections, but clicking on the <div class="box">+</div> box to the left of any branch will open up its sub-branches or twigs, in more and more detail until individual constants, types and variables are displayed as well as procedure and function declarations.  If you change the file displayed in the main Source Editor window, you need to click on the Refresh button of the Code Explorer to display the structure of the new file.
 
* '''Units...''': Opens a pop-up dialog window with a list of the unit files in the current project.Clicking with the mouse on a filename selects that file; click on Open to display that file in the Source Editor.  Checking the Multi box allows several files to be selected simultaneously, and they will all be opened in the Source Editor (but only one at a time will be displayed).  This Menu Option is rather like the Project -> Project Inspector option, but only displays the list of Unit files and allows them to be opened.
 
* '''Forms...''': Opens a pop-up dialog window with a list of the Forms in the current project, and allows the selection of one or more of them for display.
 
* '''View Unit Dependencies''': Opens a pop-up dialog window that shows, in a tree-like manner, the structure of dependencies of the currently open unit file. Most of the files listed as dependencies will have their own <div class="box">+</div> boxes, which allow the dependencies of the individual files to be explored, often in a highly recursive manner.
 
* '''Toggle form / unit view  F12''': Toggles whether the Source Editor or the current Form is placed on the top layer of the Desktop, and given focus.  If the Source Editor has focus, then you can edit the source code;  if the Form is given focus, you can manipulate the components on the desktop and edit the appearance of the Form.  The easiest way to toggle the display between Editor and Form is to use the {{keypress|F12}} key on the keyboard, but the same effect is achieved by selecting this option on the Main Menu.
 
* '''Messages''': A window that displays compiler messages, showing the progress of a successful compilation or listing the errors found.
 
* '''Search Results''': A window that displays the results of find in files.
 
* '''Debug windows''': Opens a pop-up menu with several options for operating and configuring the Debugger.  See below where the [[#The_Debugger|debugger]] is described.
 
<div style="clear:both;"></div>
 
 
 
==== The Project sub-menu ====
 
<div class="floatright"> [[Image:ProjectMenu.png]] </div>
 
* '''New Project''': Create a new project.  A pop-up dialog window appears offering a choice of types of project to create.
 
* '''New Project from file''': A Navigation dialog window appears, alowing selection of a file from which to create a new project.
 
* '''Open Project''' Open a project which has already been created and saved.  A navigation dialog appears with a list of Lazarus Project Information (.lpi) files from which a project may be chosen.
 
* '''Open Recent Project''': Displays a pop-up list of recent projects on which you have been working, and allows selection of one of these.
 
* '''Save Project''': Similar to File -> Save:  all the files of the current project are saved;  if they have not previously been saved, there is a prompt for filename(s)-  similar to Save Project As...
 
* '''Save Project As...''': Prompts for filename to save project.  A default filename of Project1.lpi is offered, but you should choose your own filename.  Lazarus will not permit you to use the same name for the Project file and the Unit File (see [[Lazarus Tutorial#The_Lazarus_files| below]]).
 
* '''Publish Project''': Creates a copy of the whole project. If you want to send someone just the sources and compiler settings of your code, this function is your friend. A normal project directory contains a lot of information. Most of it is not needed to be published: the .lpi file contains session information (like caret position and bookmarks of closed units) and the project directory contains a lot of .ppu, .o files and the executable. To create a lpi file with only the base information and only the sources, along with all sub directories use "Publish Project". In the dialog you can setup the exclude and include filter, and with the command after you can compress the output into one archive. See [[Lazarus IDE Tools]]
 
* '''Project Inspector''': Opens a pop-up dialog with a tree-like display of the files in the current project.  Allows you to add, remove or open selected files, or change options of the project.
 
* '''Project Options...''': Opens a pop-up dialog window with tabs for setting options for Application (Title, Output Target file name), Forms (allowing you to select among the available forms, make them Auto-create at start of application) and Info (specifying whether editor information should be saved for closed files, or only for project files).
 
* '''Compiler options ...''': (Recently moved here from the Run Menu). Opens a multi-page tabbed window which allows configuration of the compiler.  Tabs include '''Paths''' which allows definition of search paths for units, include files, libraries etc, as well as allowing choice of widget type for the forms (gtk, gnome, win32); '''Parsing''' which allows choice of rules for parsing source programs, '''Code''' which allows choice of optimisation for faster or smaller programs, choice of target processor, types of checks, heap size etc; '''Linking''' allowing choice of whether or how to use debugging, static or dynamic libraries, and whether to pass options through to the linker; '''Messages''' to define what type of messages should be generated during error conditions; '''Other''' which allows decision to use default configuration file (fpc.cfg) or some other file; '''Inherited''' which shows a tree structure diagram to indicate how options have been inherited from units already incorporated; '''Compilation''' which allows definition of commands to be executed before or after the compiler is launched and can allow use of Make files.
 
* '''Add editor file to Project''': Add the file currently being edited to the Project
 
* '''Remove from Project''': Gives a pop-up menu of files available for removal from project.
 
* '''View Source''': No matter which file you are editing, takes you back to the main program file (.lpr)or the main .pas file if there is no .lpr.
 
* '''View ToDo List''':Opens a dialog box with a list of ToDo items associated with this project. This will list any ToDo comments in your project (lines commencing //TODO), and any others in the Lazarus units you have used. You need to Refresh the ToDo items in the dialog (using arrow symbol button of toolbar) before new 'ToDos' appear. The first column of the ToDo list contains numbers you have allocated to your ToDo comments; a simple //TODO comment will appear as a zero, but a comment of //TODO999 (for example) will place the number 999 in the first column. Remember there should be no spaces on the line before //TODO and ToDo comments added after the last save will not be shown!
 
 
 
==== The Run sub-menu ====
 
<div class="floatright"> [[Image:RunMenu.png]] </div>
 
* '''Build''': Causes Lazarus to build (ie compile) any files in the project that have been changed since the last build.
 
* '''Build all''': Builds all files in the project, whether or not there have been any changes.
 
* '''Abort build''': Stop the build process once it is running - either you have remembered that you did something silly and want to stop the build, or the system seems to be taking far too long and something is obviously wrong.
 
 
 
* '''Run''': This is the usual way to  launch the compiler and, if compilation is successful, to start execution of the application.  What actually happens is that Lazarus saves a copy of your files, then starts the compiler and linker, then begins execution of the final linked binary program.
 
* '''Pause''': Suspend execution of the currently running program.  This may allow you to inspect any output that has been generated; execution may be resumed by selecting '''Run''' again.
 
* '''Step into''': Used in conjunction with the debugger, causes execution of the program    one step at a time up to a bookmarked point in the source.
 
* '''Step over''': Causes stepwise execution up to the statement marked, then skips the marked statement, and continues execution at normal speed. Useful in trying to isolate a statement that introduces a logical error.
 
* '''Run to cursor''': Causes execution at normal speed (ie NOT one statement at a time) until the statement is reached where the cursor is located;  then stops.  Resume execution at normal speed by selecting '''Run'''.
 
* '''Stop''': Cease execution of the running program.  Cannot be resumed by selecting '''Run''';  this will start the program again from the beginning (re-compiling if necessary).
 
 
 
* '''Run Parameters''': Opens a multi-page pop-up window which allows command-line options and parameters to be passed to the program to be executed;  allows selection of display to run program (eg a remote X terminal may be used in Linux);  some system Environment variables may be overridden.
 
: One very important use of this sub-menu is to activate a terminal window in which conventional Pascal console input/output is displayed.  If you are developing a console-mode Pascal program (ie one that doesn't use the Graphical User Interface with its forms, buttons and boxes) then you should check the box for "Use launching application". The first time you do this and try the Compile/Run sequence, you will probably get a rude message to say
 
"xterm: Can't execvp /usr/share/lazarus//tools/runwait.sh: Permission denied". 
 
: If this happens, you need to change the permissions on the appropriate file (for example using chmod +x ''filename'', or using the Windows utility for changing permissions); you might have to do this as root. After this, each time you launch you program, a console box will appear and all your text i/o (readln, writeln etc) will appear in it.
 
: After your program has finished execution, a message "Press enter" appears on the screen.  Thus any output your program generated will remain on the screen until you have had a chance to read it;  after you press 'enter' the console window closes.
 
: '''Note:''' as for the current version, there is no prepared console command for Windows users. Until the Lazarus team adressess that, the following line should work (on WinXP -- someone please update for other Windowses)
 
C:\Windows\system32\cmd.exe /C ${TargetCmdLine}
 
: See the separate tutorial on [[Console Mode Pascal]] programming.
 
* '''Reset debugger''': Restores the debugger to its original state, so that breakpoints and values of variables etc are forgotten.
 
 
 
* '''Build file''': Compile (build) just the file that is currently open in the Editor.
 
* '''Run file''': Compile, link and execute just the currently open file.
 
* '''Configure Build + Run File''': Opens a multi-page tabbed window with options to allow for build of just this file when '''Build Project''' is selected, allows selection of the working directory, the use of various Macros, etc.  Then Builds and Runs the file.
 
:These last three options enable you to open (and maintain) a test project. Use File -> Open to open an .lpr file, pressing cancel on the next dialog to open this file as "normal source" file.
 
 
 
<div style="clear:both;"></div>
 
 
 
==== The Package sub-menu ====
 
* '''Open Package''': Displays a [http://lazarus-ccr.sourceforge.net/kbdata/OpenPackageSnapshot.png list of installed packages], with an invitation to [http://lazarus-ccr.sourceforge.net/kbdata/PackageContentsSnapshot.png open one or more of them], or to select various general or compiler options.
 
* '''Open Package File''': Open one of the files in the selected package.
 
* '''Open Recent Package''': Open a package that was opened recently.
 
* '''Add Active Unit to Package''': Place the unit file (currently in the editor) into a package.
 
* '''Package Graph''': Displays a [http://lazarus-ccr.sourceforge.net/kbdata/PackageGraphSnapshot.png graph] showing the relationships of the packages currently being used (if you aren't using any other packages, the Lazarus package and the FCL and LCL will be displayed).
 
* '''Configure custom components''': If you have created some components, allows you to configure them.
 
 
 
==== The Tools sub-menu ====
 
<div class="floatright"> [[Image:ToolsMenu.png]] </div>
 
* '''Configure custom tools''': Allows the user to add various external tools (usually macros) to the toolkit
 
* '''Quick syntax check''': Perform a quick check of the syntax in your source file without actually compiling anything.  Essential step in developing long or complicated programs, where you don't want to waste time compiling if the code is wrong.
 
* '''Guess unclosed block''': useful utility if you have a complex nested block structure and you have left out an 'end' somewhere
 
* '''guess misplaced IFDEF/ENDIF''': useful if there is a complex or nested macro structure and you think you have left out an ENDIF directive
 
* '''Make resource string''': Makes the selected string a resource string by placing it in the resourcestrings section. An advantage of resource strings is you can change them without the need to recompile your project!
 
* '''Diff''': Allows comparison between two files (or, usually, two versions of the same file) to find differences.  Options to ignore white space at beginning or end of lines or differences in line termination:  CR+LF versus LF).  Useful for checking if there have been changes since last CVS update etc.
 
* '''Check LFM file in editor''': Allows inspection of the LFM file which contains the settings that describe the current form
 
* '''Convert Delphi unit to Lazarus unit''': Helps in porting Delphi applications to Lazarus;  makes the necessary changes to the source file.  See [[Lazarus For Delphi Users]] and [[Code Conversion Guide]].
 
* '''Convert DFM file to LFM''': For porting from Delphi to Lazarus:  converts the Form Description files from Delphi to Lazarus.  See [[Lazarus For Delphi Users]] and [[Code Conversion Guide]].
 
* '''Build Lazarus''': Launches a re-build of Lazarus from the most recently downloaded or updated SVN files.  Hit the button and sit back to watch it happen! (track the process on your '''Messages''' window).
 
* '''Configure "Build Lazarus"''': Allows the user to determine which parts of Lazarus should be re-built, and how.  For example, you could select to have just the LCL re-built, or to have everything except the examples built;  you can select which LCL interface to use (ie which set of widgets), and you can select the target operating system and specify a different target directory.
 
<div style="clear:both;"></div>
 
 
 
Standard packages add the following menu items:
 
 
 
*Project templates. This item is added by the package [[Project Templates]].
 
 
 
==== The Environment sub-menu ====
 
<div class="floatright"> [[Image:EnvironmentMenu.png]] </div>
 
* '''Environment options''': Displays a multi-page window with tabs for
 
** '''Files''' - allowing the user to specify path to default directory, compiler, source directory and temporary directory for compilation;
 
** '''Desktop''' - options for Language, Auto save behaviour, saving desktop properties, hints for component palette and speed buttons;
 
** '''Windows''', to allow specification of size and behaviour of the various windows;
 
** '''Form Editor''' - choose colours for editing forms;
 
** '''Object Inspector''' - choose colour and height of items;
 
** '''Backup''' - specify how to backup files when editing;
 
** '''Naming''' - specify what extension to use in naming pascal files ('.pp' or '.pas'), whether to save files with names in lowercase, whether to perform auto-delete or auto-rename.
 
* '''Editor options''': Multi-page window, with tabs for
 
** '''General''' - determines behaviour like auto-indent, bracket highlighting, drag-drop editing, scrolling, syntax highlighting, showing hints, size of block indent and tabs, limit of Undo;
 
** '''Display''' - options for showing line numbers, presence of gutters, size and type of font for editor, and contains a preview panel showing the colours of the various syntax features such as comments, directives, punctuation, errors and breakpoints; 
 
** '''Key Mappings''' - options to select Lazarus or Turbo Pascal scheme;
 
** '''Color''' - allows choice of colour scheme for text features, for a number of language types such as Object Pascal, C++, Perl, HTML, XML and shell scripts. It shows preview panel again (for whichever language is selected);
 
** '''Code Tools''' - allows selection of features like Identifier Completion, tooltips, specification of template file names, specific templates for code completion.
 
* '''Debugger Options''': Multi-page window with tabs for
 
** '''General''' - choose debugger: none, GNU debugger (gdb) or gdb through SSH, specify search paths for debuggers,and specific options for chosen debugger;
 
** '''Event log''' - specify whether to clear log on run, and which messages to display;
 
** '''Language Exceptions''' - select which exceptions can be ignored;
 
** '''OS Exceptions''' - allows user to add certain signals which apply to current operating system (not implemented).
 
* '''Code Tool Options''': Multi-page window, tabs for 
 
** '''General''' - Allows entry of additional source search paths, specify Jumping Method;
 
** '''Code Creation''' - determines whether created code is added before or after certain features;
 
** '''Words''' - determines whether Pascal keywords are to be entered in upper or lower case, or as Capitalised Words;
 
** '''Line Splitting''' - establish rules about where lines are allowed to be split (before or after punctuation, after keywords etc);
 
** '''Space''' - decide whether a space is to be added automatically before or after certain syntactic features such as keywords or punctuation marks.
 
* '''Code Tools Defines Editor''': Here you can see all IDE internal definitions to parse sources. You will see all the defines, unit, source, include paths for all source directories. Beginning with the settings of the current FPC, the defines for the Lazarus Source directory, all package directories and project directories.
 
Most of these settings are auto generated and read only.
 
 
 
 
 
* '''Re-scan FPC Source directory''' Looks through the directory again. Lazarus uses the fpc sources to generate correct event handlers and while looking for declarations. If somebody changes the directory in the environment options, then this directory is rescanned, to make sure Lazarus uses the version stored in that location. But if this directory has changed without Lazarus noticing, then you may get some errors when designing forms or doing "Find declaration". If you get such an error, you can do two things:
 
*# Check the fpc source directory setting in the environment option.
 
*# Re-scan FPC source directory.
 
 
 
==== The Windows sub-menu ====
 
<div class="floatright"> [[Image:WindowsMenu.png]] </div>
 
Contains a list of the currently opened files and the available windows such as '''Source Editor''', '''Object Inspector''' and '''Project Inspector'''.  Clicking on the name of one of the windows brings it to the foreground and gives it focus.
 
<div style="clear:both;"></div>
 
 
 
==== The Help sub-menu ====
 
 
 
At present this has three selections:
 
* '''Online Help''' which at present opens a browser window that contains a picture of the running cheetah and a few links to the Lazarus, Free Pascal  and Wiki websites
 
* '''Reporting a bug''' opens the [[How_do_I_create_a_bug_report|wiki page]], which describe the bug reporting procedure
 
* '''Configure Help''' which opens a pop-up menu with options to select viewers and databases from which to read Help information.  This option allows the user to specify either the on-line documents section of the Lazarus-CCR website, some other website containing the documents, or a local store for the documentation (this would eventually become the default, when the Help system is fully developed).
 
At present by default, if you place your Editor cursor over any keyword from the Free Pascal Components Library FCL, the RunTime Library RTL or the Lazarus Components Library LCL, and then press {{keypress|F1}} you will be taken by your default browser to the appropriate definition on the website. Be aware that your browser may be located on another desktop on your machine (eg in Linux), and you may not see the information immediately; of course if you are not connected to the internet you cannot get this information.
 
  
There are alternative help options which gives the end-user off-line help. For example, if you have a copy of Kylix, you can reuse the help files supplied with it, inside Lazarus IDE. See the [[Adding Kylix Help]] page for details.
+
在主編輯視窗左方一個小的工具欄區域,就在主選單下方以及套件板的左邊,包含了一組按鈕用來呼叫一些常用的主選單功能:
  
* '''About Lazarus''' Displays a pop-up box with some information about Lazarus.
 
 
Eventually there will be a full on-line Help service, with information about Pascal syntax, the use of the IDE, how to use, modify or create Components, and hints on how to perform certain tasks.  This part of the Documentation section (the thing you are currently reading) represents the beginning of the process. '''We need contributions from anyone who feels able to provide them: the WiKi is very easy to edit.'''
 
 
== The Button bar ==
 
A small toolbar area on the left of the main editor window, just below the Main Menu and to the left of the Component Palette, contains a set of buttons which replicate frequently-used Main Menu selections:
 
 
: '''New unit''',  '''Open''' (with a down-arrow to display a drop-down list of recently used files), '''Save''', '''Save all''', '''New Form''', '''Toggle Form/Unit''' (ie show either form or source code of Unit), '''View Units''', '''View Forms''', '''Run''' (ie compile and Run), '''Pause''', '''Step Into''', '''Step over''' (the last two are Debugger functions).
 
: '''New unit''',  '''Open''' (with a down-arrow to display a drop-down list of recently used files), '''Save''', '''Save all''', '''New Form''', '''Toggle Form/Unit''' (ie show either form or source code of Unit), '''View Units''', '''View Forms''', '''Run''' (ie compile and Run), '''Pause''', '''Step Into''', '''Step over''' (the last two are Debugger functions).
  
Line 324: Line 113:
 
==== How To Use the Palette ====
 
==== How To Use the Palette ====
  
To use the Palette, there must be an open form on view in the editor (if there isn't one, select File -> New Form). Click on the icon in the appropriate tab of the Palette for the component you want to use, then click on the Form, near where you want the component to appear. When the desired component appears, you can select it by clicking with the mouse. Once selected on the form, the object is also selected in the Object Inspector window, where you can edit its properties and events.
+
To use the Palette, there must be an open form on view in the editor (if there isn't one, select File -> New Form). Click on the icon in the appropriate tab of the Palette for the component you want to use, then click on the Form, near where you want the component to appear. When the desired component appears, you can select it by clicking with the mouse. Once selected on the form, the object is also selected in the 物件檢視器 window, where you can edit its properties and events.
  
 
Adjustments to the visual appearance of an object can be made either by altering the picture itself on the Form using the mouse, or by changing the relevant Property in the Object Editor for that component.
 
Adjustments to the visual appearance of an object can be made either by altering the picture itself on the Form using the mouse, or by changing the relevant Property in the Object Editor for that component.
Line 380: Line 169:
 
==== [[SynEdit]] ====  
 
==== [[SynEdit]] ====  
 
<center>[[Image:Component_Palette_SynEdit.png]]</center>
 
<center>[[Image:Component_Palette_SynEdit.png]]</center>
: ''SynEdit is an advanced multi-line edit control, which is integrated into the Lazarus. It is the code editor of the Lazarus IDE and is available in the directory "lazarus/components/synedit". It supports Syntax Highlighting, code completion, code folding and includes exporters for html, tex and rtf. It is a fully custom drawn component, meaning that it doesn't wrap native controls of each platform and that no external library is required; this make SynEdit a crossplatform component. Note that the SynEdit available with Lazarus is a fork of the original SynEdit for Borland Delphi, Kylix  and C++Builder which can be found in [http://synedit.sourceforge.net synedit at sourceforge]. : TSynEdit, TSynAutoComplete, TSynExporterHTML, TSynMacroRecorder, TSynMemo, TSynPasSyn, TSynFreePascalSyn, TSynCppSyn, TSynJavaSyn, TSynPerlSyn, TSynHTMLSyn, TSynXMLSyn, TSynLFMSyn, TSynUNIXShellScriptSyn, TSynCssSyn, TSynPHPSyn, TSynTeXSyn, TSynSQLSyn, TSynPythonSyn, TSynVBSyn, TSynAnySyn, TSynMultiSyn
+
: ''SynEdit is an advanced multi-line edit control, which is integrated into the Lazarus.  
 +
: ''SynEdit 是一個整合至 Lazarus 的進階的多行編輯控制。
 +
 
 +
: ''It is the code editor of the Lazarus IDE and is available in the directory "lazarus/components/synedit".  
 +
: ''它是 Lazarus IDE 的源碼編輯器,可以在 "lazarus/components/synedit" 目錄中取得。
 +
 
 +
: ''It supports Syntax Highlighting, code completion, code folding and includes exporters for html, tex and rtf.  
 +
: ''它支援語法高亮,自動完成,源碼摺疊並包含 html, tex, rtf 的輸出者。
 +
 
 +
: ''It is a fully custom drawn component, meaning that it doesn't wrap native controls of each platform and that no external library is required; this make SynEdit a crossplatform component.  
 +
: ''它是完全使用者繪製的套件,意即它包裝了每個平台的原生控制項並且不需要任何外部的 library; 這讓 SynEdit 成為一個跨平台的套件。
 +
 
 +
: ''Note that the SynEdit available with Lazarus is a fork of the original SynEdit for Borland Delphi, Kylix  and C++Builder which can be found in [http://synedit.sourceforge.net synedit at sourceforge]. : TSynEdit, TSynAutoComplete, TSynExporterHTML, TSynMacroRecorder, TSynMemo, TSynPasSyn, TSynFreePascalSyn, TSynCppSyn, TSynJavaSyn, TSynPerlSyn, TSynHTMLSyn, TSynXMLSyn, TSynLFMSyn, TSynUNIXShellScriptSyn, TSynCssSyn, TSynPHPSyn, TSynTeXSyn, TSynSQLSyn, TSynPythonSyn, TSynVBSyn, TSynAnySyn, TSynMultiSyn
  
 
== How to use Common Controls ==
 
== How to use Common Controls ==
Line 390: Line 191:
  
 
==== Ways to Set Properties ====
 
==== Ways to Set Properties ====
If you place a component on the Form Designer and look at the Object Inspector, you can observe the properties change as you move the component around.
+
If you place a component on the Form Designer and look at the 物件檢視器, you can observe the properties change as you move the component around.
  
For example, if you place a button (TButton) on the form, click on it to select it, then move it around the form with the mouse, you can watch the values of Top and Left change in the Object Inspector to reflect the new position. If you use the object's re-sizing bars to adjust its size, you can watch the Height and Width properties change as well.
+
For example, if you place a button (TButton) on the form, click on it to select it, then move it around the form with the mouse, you can watch the values of Top and Left change in the 物件檢視器 to reflect the new position. If you use the object's re-sizing bars to adjust its size, you can watch the Height and Width properties change as well.
  
On the other hand, by using the Object Inspector, you can select the value associated with a property such as height, and type in a new value; you can watch the size of the object on the form change to reflect the new value.
+
On the other hand, by using the 物件檢視器, you can select the value associated with a property such as height, and type in a new value; you can watch the size of the object on the form change to reflect the new value.
  
You can also explicitly change the properties of the object in code by typing (in the appropriate Implementation section of the Source editor), for example
+
You can also explicitly change the properties of the object in code by typing (in the appropriate Implementation section of the 原始碼編輯器), for example
  
 
<code>Form1.Button1.Height := 48;</code>
 
<code>Form1.Button1.Height := 48;</code>
If you type this new value into the Source Editor and then look back at the Form Designer, you will see that the button on the Form has taken the new size. The new value will also be shown in the Object Inspector.
+
If you type this new value into the 原始碼編輯器 and then look back at the Form Designer, you will see that the button on the Form has taken the new size. The new value will also be shown in the 物件檢視器.
  
 
In summary, there are usually about three different ways to determine each property of an object:
 
In summary, there are usually about three different ways to determine each property of an object:
Line 405: Line 206:
 
<ul>
 
<ul>
 
   <li>by using the mouse on the form,</li>
 
   <li>by using the mouse on the form,</li>
   <li>by setting the values in the Object Inspector,</li>
+
   <li>by setting the values in the 物件檢視器,</li>
 
   <li>or explicitly by writing code in the editor.</li>
 
   <li>or explicitly by writing code in the editor.</li>
 
</ul>
 
</ul>
Line 413: Line 214:
 
The components defined in these Units have several properties that are common to most of them, and other properties that are specific to the individual components. We shall describe the most common ones here. Unusual or control-specific properties will be described for the individual controls.  
 
The components defined in these Units have several properties that are common to most of them, and other properties that are specific to the individual components. We shall describe the most common ones here. Unusual or control-specific properties will be described for the individual controls.  
  
Additional Help can always be obtained by selecting a property or keyword,  in either the Object Inspector or the Source Editor, and pressing {{keypress|F1}}. You will be taken by your Help browser to the appropriate page in the documentation.  
+
Additional Help can always be obtained by selecting a property or keyword,  in either the 物件檢視器 or the 原始碼編輯器, and pressing {{keypress|F1}}. You will be taken by your Help browser to the appropriate page in the documentation.  
  
 
If the description of a property on that page is insufficient, you can navigate to the corresponding description in the ancestor classes, by selecting the links in the Inheritance listing or by selecting the ancestor Type in the declaration of the object.
 
If the description of a property on that page is insufficient, you can navigate to the corresponding description in the ancestor classes, by selecting the links in the Inheritance listing or by selecting the ancestor Type in the declaration of the object.
Line 468: Line 269:
 
   <tr>
 
   <tr>
 
     <td>Font</td>
 
     <td>Font</td>
     <td>The Font to be used for writing the text associated with the control - either the caption or label, or the text-strings contained within the control. The entry on the Object Inspector usually has a (+) box on the left, and selecting this box reveals further options such as character set, colour and size.</td>
+
     <td>The Font to be used for writing the text associated with the control - either the caption or label, or the text-strings contained within the control. The entry on the 物件檢視器 usually has a (+) box on the left, and selecting this box reveals further options such as character set, colour and size.</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
Line 534: Line 335:
  
 
==== Event Actions ====
 
==== Event Actions ====
Many actions are commonly listed in the 'Events' tab of the Object Inspector. If you select an entry in the list, a ComboBox appears with a DropDown list showing any actions that have aleady been defined, and allowing you to choose one to be associated with this event. Alternatively you can select the ellipsis (three dots ...) and you will be taken to an area of the Source Editor where you can begin typing your own action instructions for the selected event.
+
Many actions are commonly listed in the 'Events' tab of the 物件檢視器. If you select an entry in the list, a ComboBox appears with a DropDown list showing any actions that have aleady been defined, and allowing you to choose one to be associated with this event. Alternatively you can select the ellipsis (three dots ...) and you will be taken to an area of the 原始碼編輯器 where you can begin typing your own action instructions for the selected event.
  
 
While a large number of events is available for any given control, in practice it is only necessary to populate a few of them. For most controls, it is sufficient to provide coding for 'OnClick'; for more complex controls it may be necessary also to provide for 'OnEntry' (when the mouse cursor enters the Control and gives it focus) and 'OnExit' (when the mouse cursor leaves the Control; or you may need to write an event handler for 'OnChange' or 'OnScroll', depending on the nature of the particular control with which you are dealing.
 
While a large number of events is available for any given control, in practice it is only necessary to populate a few of them. For most controls, it is sufficient to provide coding for 'OnClick'; for more complex controls it may be necessary also to provide for 'OnEntry' (when the mouse cursor enters the Control and gives it focus) and 'OnExit' (when the mouse cursor leaves the Control; or you may need to write an event handler for 'OnChange' or 'OnScroll', depending on the nature of the particular control with which you are dealing.
  
The pop-up menu that appears when you right-click an object in the Form Designer has, as its first item: 'Create default event' and selecting this option will have the same effect as selecting the ellipsis in the Object Inspector for the default event, usually OnClick: you are taken to the Implementation area of the Source Editor where you can type the code for the event handler.
+
The pop-up menu that appears when you right-click an object in the Form Designer has, as its first item: 'Create default event' and selecting this option will have the same effect as selecting the ellipsis in the 物件檢視器 for the default event, usually OnClick: you are taken to the Implementation area of the 原始碼編輯器 where you can type the code for the event handler.
  
 
A common strategy in Object-Oriented programming is to provide an '''ActionList''' with the facility for entering, removing or editing a number of pre-defined actions from which the most appropriate can be selected to use in any particular instance.
 
A common strategy in Object-Oriented programming is to provide an '''ActionList''' with the facility for entering, removing or editing a number of pre-defined actions from which the most appropriate can be selected to use in any particular instance.
Line 630: Line 431:
 
An Edit box is displayed, containing a Button labelled New Item1. If you right-click on that box, a pop-up menu is displayed that allows you to add a new item before or after (along the same level) or create a sub-menu with the opportunity to add further items below (or above) the new item in a downward column.
 
An Edit box is displayed, containing a Button labelled New Item1. If you right-click on that box, a pop-up menu is displayed that allows you to add a new item before or after (along the same level) or create a sub-menu with the opportunity to add further items below (or above) the new item in a downward column.
  
Any or all of the ''MenuItems'' that you add can be configured using the Object Inspector.
+
Any or all of the ''MenuItems'' that you add can be configured using the 物件檢視器.
  
 
At the least you should give each item a ''Caption'' which will appear on the Menu Bar (you may also wish to give it a more meaningful ''Name''). The caption should indicate the activity to be selected, such as "File Open" or "Close", "Run" or "Quit"
 
At the least you should give each item a ''Caption'' which will appear on the Menu Bar (you may also wish to give it a more meaningful ''Name''). The caption should indicate the activity to be selected, such as "File Open" or "Close", "Run" or "Quit"
Line 636: Line 437:
 
If you want a particular letter in the Caption to be associated with a shortcut key, that letter should be preceded by an ampersand. The Menu item at run-time will appear with the shortcut letter underlined, and hitting that letter key will have the same effect as selecting the menu item. Alternatively you can choose a shortcut key sequence (such as {{keypress|Ctrl}}+{{keypress|C}} for Copy or {{keypress|Ctrl}}+{{keypress|V}} for Paste - the standard Keyboard shortcuts) with the ''ShortCut'' property of the MenuItem.
 
If you want a particular letter in the Caption to be associated with a shortcut key, that letter should be preceded by an ampersand. The Menu item at run-time will appear with the shortcut letter underlined, and hitting that letter key will have the same effect as selecting the menu item. Alternatively you can choose a shortcut key sequence (such as {{keypress|Ctrl}}+{{keypress|C}} for Copy or {{keypress|Ctrl}}+{{keypress|V}} for Paste - the standard Keyboard shortcuts) with the ''ShortCut'' property of the MenuItem.
  
It is often helpful to use the Menu controls in conjuction with an ''ActionList'' which contains a series of standard or customised ''Actions''. Menu Items can be linked in the Object Inspector to Actions on the list, and the same actions can be linked to ''Buttons'', ''ToolBar Buttons'', ''SpeedButtons'' etc. It is obviously economic of effort to re-use the same code to respond to the various events, rather than writing separate ''OnClick'' event handlers for each individual control.
+
It is often helpful to use the Menu controls in conjuction with an ''ActionList'' which contains a series of standard or customised ''Actions''. Menu Items can be linked in the 物件檢視器 to Actions on the list, and the same actions can be linked to ''Buttons'', ''ToolBar Buttons'', ''SpeedButtons'' etc. It is obviously economic of effort to re-use the same code to respond to the various events, rather than writing separate ''OnClick'' event handlers for each individual control.
  
 
By default a number of standard actions is pre-loaded from ''StdActns'' or, if DataAware controls are being used, from ''DBActns'', and these can be chosen using the ActionList editor which appears when you right-click on the ActionList icon on the Form Designer.
 
By default a number of standard actions is pre-loaded from ''StdActns'' or, if DataAware controls are being used, from ''DBActns'', and these can be chosen using the ActionList editor which appears when you right-click on the ActionList icon on the Form Designer.
  
== The Debugger ==
+
== 除錯器 ==
: ''Still to be written''.
+
: ''撰寫中''.
  
see also [[:category: IDE Window - Debug]]
+
可參見 [[:category: IDE Window - Debug|IDE 視窗-除錯]]
  
 
== The Lazarus files ==
 
== The Lazarus files ==
 
     (Thanks to Kevin Whitefoot.)
 
     (Thanks to Kevin Whitefoot.)
     (Additions by Giuseppe Ridinò, [[User:Kirkpatc]] and Tom Lisjac)
+
     (Additions by Giuseppe Ridino, [[User:Kirkpatc]] and Tom Lisjac)
 
When you save you will actually be saving two files:  
 
When you save you will actually be saving two files:  
  
Line 682: Line 483:
  
 
'''againu.lfm:'''
 
'''againu.lfm:'''
This is where Lazarus stores the layout of the form unit, in human readable form. It reflects the properties of the various components, as set in the Object Inspector. Each object description starts with a line:  
+
This is where Lazarus stores the layout of the form unit, in human readable form. It reflects the properties of the various components, as set in the 物件檢視器. Each object description starts with a line:  
 
  object xxxx  
 
  object xxxx  
 
   then there follows a list of properties  
 
   then there follows a list of properties  
Line 707: Line 508:
 
* [[Lazarus IDE Tools]]
 
* [[Lazarus IDE Tools]]
  
[[Category:Tutorials]]
+
[[Category:Tutorials/zh_TW]]

Latest revision as of 14:07, 29 September 2022

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這是篇 Lazarus 教學的起頭,各位可自由地改進他。

概述

Lazarus 是一個使用 Pascal 編譯器的自由開放原始碼開發工具。Free Pascal 本身也是自由開放軟體。Lazarus IDE (擷圖) 提供一穩定,且專注於強調豐富的程式寫作環境,並用來開發單機的圖形與主控台應用程式。Lazarus 目前可以在 Linux,Mac OS X 與 Win32 下執行。且提供可自訂的原始碼編輯器,並透過套件管理,除錯器與完整的圖形使用介面整合的編譯器做成視覺化的表格創建環境。

我們開始吧

(感謝 User:Kirkpatc)

取得並安裝 (Installing Lazarus) Lazarus,同時安裝所有所需的 Free Pascal 編譯器後執行 Lazarus。

註:在 Linux Ubuntu 下,在主控台啟動 Lazarus 的指令是 "startlazarus"。如果你是從 Debian 的套件來安裝,你應該會在開始選單裡的應用程式/程式寫作 (Application/Programming) 下找到程式捷徑來啟動。 (己知問題: 在 Debian 或 Ubuntu 裡的主要執行檔與套件已經改名成 "lazarus-ide",因為已經有個 "tct" 的工具套件被取名叫 "lazarus"。)


你的第一個 Lazarus 程式!

從主選單裡,選擇〔專案〕 - 〔新增專案-應用程式〕 (Project - New Project-Application)。 幾個視窗會出現在你的桌面上:上方的主選單,左方的物件檢視器,Lazarus 原始碼編輯器佔桌面的一大半部份,並有一個已經備妥的 Form1 視窗於原始碼編輯器重疊著出現。 在上方的選單視窗,選單列的下方,有一排標籤頁。如果 '標準 (Standard)' 籤頁沒有被選取,請用滑鼠點選他。然後找到〔按鈕〕 (Button) 的圖示 (一個裡面寫著 'OK' 的四方形) 後用滑鼠按一下,游標再移到 Form1 的視窗,大概移到中間偏左的地點再按一下滑鼠鍵。一個立體的四方形,標著 'Button1' 的按鈕物件就會出現。再按一次標準籤頁裡的鈕按圖示,然後移到 Form1 中間偏右的地方再按一次,就會出現一個標著 'Button2' 的按鈕出現。

現在點一下 Button1 來選取它。物件檢視器會顯示出該 Button1 物件的所有內容,靠上的有一項名為 '標題 (Caption)' 的內容,裡面顯示的值是 'Button1'。點一下那個方格,將 'Button1' 改成 '按我'。如果你再按一下 ENTER 或點一下其它的方格,你就會見到原來第一個按鈕裡面標的字就會變成 '按我'。現在點選物作視察器裡的〔事件〕 (Events) 籤頁,裡面會列出所有與這個按鈕有關的事件項目。像是 OnClick,OnEnter,OnExit 等等。再選取 OnClick 右邊的方格,方格會出現三個小點的省略符號。當你再按取該省略符號,會你自動被帶進入原始碼編輯裡,且游標被定在你該撰寫讓事件原始碼的開始處:

 procedure TForm1.Button1Click(Sender: TObject);
 begin
   {現在輸入:}    Button1.caption := '再按一次';
   {程序於此完結}
 end;

按一下 F12 從原始碼編輯器回到 Form1 的視窗。

現在接著編輯 Button2 的〔內容〕:按一下 Button2 使物件檢視器裡顯示出它的內容,變更他的〔標題〕成 '離開'。然後接著再選 OnClick 事件,再點省略符號,這時你又回到原始碼編輯器,從另一段程序開始寫作:

 procedure TForm1.Button2Click(Sender: TObject);
 begin
   {現在輸入:}   Close;
   {程序於此完結}
 end;

現在再按 F12 來看看你的 Form1 視窗。現在該是儲存你的工作的時候了 (而且應該時常)!點選專案 > 另存專案 > 你取的檔名.pas (Project > Save Project As > your_selected_file_name.pas)。然後程式會再要求你儲存你的專案資訊,副案名為 .lpi。選一個不同的檔名,如果兩個取了同樣的檔名,你在編譯的時候會遇上 "重覆的識別子" 的錯誤 (請見此教學最後一章節 "Lazarus 檔案")。 你現在已經準備好可以開始編譯了。最簡單的方法就是在上方的主選單裡選 '執行 (Run)' 子選單,然後再按 '執行'。或是最直接地按 F9。程式會進行第一次的編譯並直接執行你的程式。

有幾個文字視窗會在你編譯的時候出現,顯示著你編譯時的所出現的訊息。但直到最後你的 Form1 視窗會重新出現,而且不帶有格子和標點。這就是你的應用程式的主畫面,並正等待你去按按鈕來與它互動。

試著去點標著 '按我' 的按鈕。你會注意到它變成了 '再按一次',但如果你再按一次,他還是一樣顯示 '再按一次'!

現在在按標著 '離開' 的按鈕,視窗會關閉,程式也隨之結束。然後又回到那個有格子與標點的 Form1 視窗,等待你再進一步的修改它。

改進你的程式

再一次開啟你剛儲存的專案。 在 Form1 視窗下點選 '按我' 按鈕 (Button1)。 再選物件檢視器裡的〔事件〕籤頁,點選方格右邊的省略符號,回到原始碼編輯器的相對地方。

如下編輯你的程式碼:

 procedure TForm1.Button1Click(Sender: TObject);
{使用一個標記物,設定它是1或是零}
 begin
   if Button1.tag = 0 then
   begin
     Button1.caption := '再按一次';
     Button1.tag := 1
   end else
   begin
     Button1.caption := '按我';
     Button1.tag := 0
   end
 end;

儲存你的工作,再重新編譯一次並執行。現在你左邊的按鈕就會交替地顯示訊息了。

接下來就完全看你自己了!

如果你偏好撰寫主控台下的 Pascal 程式 (比如說你正在上一堂 Pascal 的課要交作業用,或是為一個系統撰寫巨集指令),你也仍然可以使用 Lazarus 來撰寫、編譯並執行。有關於這個部份的開發,請見 主控台模式的 Pascal 的章節。

視窗編輯器

當你第一次執行起 Lazarus,會出現一系列不連續的,或說浮動著的視窗。

首先,桌面最上方會的標題會是 Lazarus 編輯 vXXXXXX - 專案1 (會隨著你目前的專案名稱變化)。這是控制你專案的主視窗,包含了主選單與元件面板。

LazMain GTK2.png

標題列下面的橫幅就是主選單 (Main Menu),有著一般常見的檔案,編輯,搜尋與檢視分類項目,下面還有幾個區塊來執行 Lazarus 的特定工作。 再下來的橫幅左邊是一些符號 (可以迅速執行你要的指令);而右邊就是元件面板。

在 Lazarus 編輯器視窗下左邊顯示的是物件檢視器視窗,而Lazarus 原始碼編輯器在右邊。那裡還有很多其他的小視窗,標著 Form1,並與 Lazarus 原始碼編輯器的視窗重疊著。如果無法立即找到他,可以按下 F12 在原始碼編輯器與表單之間切換顯示。表單視窗就是指你用來為你的應用程式建立圖形介面的地方,並直接與你撰寫中的 Pascal 原始碼關聯上。而物件檢視器的操作會在解說元件面板的時候一起做更多說明。最後,我們還有一個訊息視窗在螢幕的最下方,這裡 Lazarus 會顯示要告訴程式設計師訊息,例如你在編譯過程出了問題。

當你要新開一個新的專案 (或是當你第一次開啟 Lazarus),一份預設的的表單視窗會先建立好,上面會帶有許多格點用來幫助你定位在上面各似各樣的元件。而最上面一條細長的橫幅就是常見的縮到最小放到最大關閉視窗按鈕。點擊表單框框裡隨便一個物作,桌面左側的物件檢視器就會顯示出此物件的所有內容。

你在工作的過程中還有可能會看到一些其他的視窗:像專案檢視器,含有你的專案裡所擁有的檔案的詳細資料,讓你可對專案新加入或是刪除檔案。訊息視窗,用來顯示你的專案在編譯過程中出現的錯誤或任何訊息。如果你是在遠端執行 Lazarus,則你原來的這一端還是可以看到在編譯時出現的訊息。


主選單

主選單内容仔細的説明在這裡:Main menu/zh TW

The Button bar

A small toolbar area on the left of the main editor window, just below the Main Menu and to the left of the Component Palette, contains a set of buttons which replicate frequently-used Main Menu selections:

在主編輯視窗左方一個小的工具欄區域,就在主選單下方以及套件板的左邊,包含了一組按鈕用來呼叫一些常用的主選單功能:

New unit, Open (with a down-arrow to display a drop-down list of recently used files), Save, Save all, New Form, Toggle Form/Unit (ie show either form or source code of Unit), View Units, View Forms, Run (ie compile and Run), Pause, Step Into, Step over (the last two are Debugger functions).

The Component Palette

A Tabbed toolbar which displays a large number of icons representing commonly used components for building Forms.

Each tab causes the display of a different set of icons, representing a functional group of components. The left-most icon in each tabbed group is an obliquely leftward-facing arrow, called the Selection Tool.

If you allow the mouse cursor to hover over any of the icons on the Component Palette, without clicking on the icon, the title of that component will pop-up. Note that each title begins with a 'T' - this signifies 'Type' or more accurately 'Class' of the component. When you select a component for inclusion in a form, the Class is added to the type section of the interface part of the Unit (usually as part of the overall TForm1), and an instance of that class is added to the var section (usually as the variable Form1). Any Methods that you design to be used by the Form or its Components (ie Procedures or Functions) will be placed in the implementation part of the Unit.


How To Use the Palette

To use the Palette, there must be an open form on view in the editor (if there isn't one, select File -> New Form). Click on the icon in the appropriate tab of the Palette for the component you want to use, then click on the Form, near where you want the component to appear. When the desired component appears, you can select it by clicking with the mouse. Once selected on the form, the object is also selected in the 物件檢視器 window, where you can edit its properties and events.

Adjustments to the visual appearance of an object can be made either by altering the picture itself on the Form using the mouse, or by changing the relevant Property in the Object Editor for that component.

If you install additional components, either those you have written yourself, or some coming as a package from some other source, then extra tabs with the relevant icons will appear in your Component Palette. These new components can be selected and used on your forms in the same way as those supplied by default.

In the following list of the Components, you will find links to files that contain descriptions of the Units in which they are found. If you want to find out about the properties of a particular component, it is often worth looking at the Inheritance of that component and then inspecting the properties of the base type from which it is derived. For example, to understand TMaskEdit it is also useful to examine TCustomMaskEdit.

Standard

(See Standard tab for components description)

Component Palette Standart.png
Frequently used components: TMainMenu, TPopupMenu, TButton, TLabel, TEdit, TMemo, TToggleBox, TCheckBox, TRadioButton, TListBox, TComboBox, TScrollBar, TGroupBox, TRadioGroup, TCheckGroup, TPanel, TActionList

Additional

(See Additional tab for components description)

Component Palette Additional.png
More, often-used components: TBitBtn, TSpeedButton, TStaticText, TImage, TShape, TBevel, TPaintBox, TNotebook, TLabeledEdit, TSplitter, TTrayIcon, TMaskEdit, TCheckListBox, TScrollBox, TApplicationProperties, TStringGrid, TDrawGrid, TPairSplitter, TColorBox, TColorListBox, TChart

Common Controls

(See Common Controls tab for components description)

Component Palette Common Controls.png
TTrackBar, TProgressBar, TTreeView, TListView, TStatusBar, TToolBar, TUpDown, TPageControl, TTabControl, THeaderControl, TImageList, TPopupNotifier

Dialogs

(See Dialogs tab for components description)

Component Palette Dialogs.png
TOpenDialog, TSaveDialog, TSelectDirectoryDialog, TColorDialog, TFontDialog, TFindDialog, TReplaceDialog, TOpenPictureDialog, TSavePictureDialog, TCalendarDialog, TCalculatorDialog, TPrinterSetupDialog, TPrintDialog, TPageSetupDialog

Several useful Dialog procedures or functions don't appear on the Palette, but are easily used as direct calls from your source program.

For several good examples of the use of Components see the $LazarusPath/lazarus/examples subdirectory of your source installation. Many of the programs show how to use dialogs and other components directly without using the IDE and component palette or having a separate form definition file: all the components are fully and explicitly defined in the main Pascal program. Other example programs make full use of the IDE.

Remember to open these examples as projects, with the .lpi file. Opening the .pas source code file and hitting RUN will just append this source file to whatever project you opened last.

Some examples don't work straight away: you may need to play about with paths and permissions of files or directories. If you want to compile any of the examples, make sure that you have read/write/execute permissions for the files and directories, or copy the files to a directory where you do have the appropriate permissions.

Try running the 'testall' program to see a menu of the available components together with small example test forms for most of them; then inspect the code to find out how they work!

Misc

Component Palette Misc.png
TColorButton, TSpinEdit, TFloatSpinEdit, TArrow, TCalendar, TEditButton, TFileNameEdit, TDirectoryEdit, TDateEdit, TCalcEdit, TFileListBox, TXMLPropStorage, TIniPropStorage, TBarChart, TButtonPanel, TIDEDialogLayoutStorage

Data Controls

Component Palette DataControls.png
Data-aware components, which largely replicate the Standard and Additional groups but are applicable to Databases: TDBNavigator, TDBText, TDBEdit, TDBMemo, TDBImage, TDBListBox, TDBComboBox, TDBCheckBox, TDBRadioGroup, TDBCalendar, TDBGroupBox, TDBGrid

Data Access

Component Palette DataAccess.png
TDatasource, TMemDataset, TSdfDataSet, TFixedFormatDataSet, TDbf

System

Component Palette System.png
TTimer, TIdleTimer, TLazComponentQueue, THtmlHelpDatabase, THtmlBrowserHelpViewer, TProcessUTF8, TAsyncProcess, TProcess, TSimpleIPCClient, TSimpleIPCServer, TXMLConfig, TEventLog

SynEdit

Component Palette SynEdit.png
SynEdit is an advanced multi-line edit control, which is integrated into the Lazarus.
SynEdit 是一個整合至 Lazarus 的進階的多行編輯控制。
It is the code editor of the Lazarus IDE and is available in the directory "lazarus/components/synedit".
它是 Lazarus IDE 的源碼編輯器,可以在 "lazarus/components/synedit" 目錄中取得。
It supports Syntax Highlighting, code completion, code folding and includes exporters for html, tex and rtf.
它支援語法高亮,自動完成,源碼摺疊並包含 html, tex, rtf 的輸出者。
It is a fully custom drawn component, meaning that it doesn't wrap native controls of each platform and that no external library is required; this make SynEdit a crossplatform component.
它是完全使用者繪製的套件,意即它包裝了每個平台的原生控制項並且不需要任何外部的 library; 這讓 SynEdit 成為一個跨平台的套件。
Note that the SynEdit available with Lazarus is a fork of the original SynEdit for Borland Delphi, Kylix and C++Builder which can be found in synedit at sourceforge. : TSynEdit, TSynAutoComplete, TSynExporterHTML, TSynMacroRecorder, TSynMemo, TSynPasSyn, TSynFreePascalSyn, TSynCppSyn, TSynJavaSyn, TSynPerlSyn, TSynHTMLSyn, TSynXMLSyn, TSynLFMSyn, TSynUNIXShellScriptSyn, TSynCssSyn, TSynPHPSyn, TSynTeXSyn, TSynSQLSyn, TSynPythonSyn, TSynVBSyn, TSynAnySyn, TSynMultiSyn

How to use Common Controls

The Units StdCtrls, ComCtrls and ExtCtrls contain definitions and descriptions of many of the most commonly used controls for constructing Forms and other Objects in Lazarus Applications.

Many of the final target controls that the application developer wants to use, such as TButton, TMemo, TScrollBar etc, have a corresponding ancestor class such as TCustomButton, TCustomMemo or TCustomScrollBar. Several of the properties and methods relevant to the final target control are defined (and explained) more fully in the TCustomXXX class, and are inherited by the final target control.

If you drop a component on the form editor you don't need to add code explicitly to create it. The component is automatically created by the IDE together with the form, and destroyed when the form is destroyed. However, if you create the component yourself by code don't forget to free it when it is no longer needed.

Ways to Set Properties

If you place a component on the Form Designer and look at the 物件檢視器, you can observe the properties change as you move the component around.

For example, if you place a button (TButton) on the form, click on it to select it, then move it around the form with the mouse, you can watch the values of Top and Left change in the 物件檢視器 to reflect the new position. If you use the object's re-sizing bars to adjust its size, you can watch the Height and Width properties change as well.

On the other hand, by using the 物件檢視器, you can select the value associated with a property such as height, and type in a new value; you can watch the size of the object on the form change to reflect the new value.

You can also explicitly change the properties of the object in code by typing (in the appropriate Implementation section of the 原始碼編輯器), for example

Form1.Button1.Height := 48; If you type this new value into the 原始碼編輯器 and then look back at the Form Designer, you will see that the button on the Form has taken the new size. The new value will also be shown in the 物件檢視器.

In summary, there are usually about three different ways to determine each property of an object:

  • by using the mouse on the form,
  • by setting the values in the 物件檢視器,
  • or explicitly by writing code in the editor.

Common Properties

The components defined in these Units have several properties that are common to most of them, and other properties that are specific to the individual components. We shall describe the most common ones here. Unusual or control-specific properties will be described for the individual controls.

Additional Help can always be obtained by selecting a property or keyword, in either the 物件檢視器 or the 原始碼編輯器, and pressing F1. You will be taken by your Help browser to the appropriate page in the documentation.

If the description of a property on that page is insufficient, you can navigate to the corresponding description in the ancestor classes, by selecting the links in the Inheritance listing or by selecting the ancestor Type in the declaration of the object.


Some commonly listed properties
PropertyMeaning
Action The main action or event associated with the object. For example selecting an 'Exit' Button might cause the 'Close' action
Align Defines the way in which an object is to be lined up with the parent object. Possible values are alTop (placed at the top and using the full available width), alBottom, alLeft (placed at the left and using the full available height), alRight. alNone (place anywhere on parent control) or alClient (takes all available space next to controls aligned to top, bottom, left or right)
Anchor Used to keep a control a certain distance from the defined edges of a parent control, when the parent is resized. For example [akBottom, akRight] will keep the control a fixed distance from the bottom right corner.
AutoSelect When True, an editing control will select all its text when it receives focus or when the Enter key is pressed.
AutoSelected True indicate that the edit or combobox control has just performed an AutoSelect operation so that subsequent mouse-clicks and keystrokes proceed normally without selecting the text.
BorderSpacing The space around the edge between an Anchored control and its parent.
Caption The text that is displayed on or near the control; it should preferably give some clue as to the function of the control, or an instruction such as 'Close' or 'Execute'. By default Caption is set to be the same as the 'Name' property, and the application programmer should substitute meaningful text instead of the default values.
CharCase Indicates how text is displayed in a text editing control: Normal (retaining the case of the letters typed by the user), converted to uppercase, or converted to lowercase
Constraints Sets the minimum and maximum sizes for a control. If a control is resized the new dimensions are always within the ranges given here. You should take care when setting these options that they do not conflict with the Anchors and Align settings.
Color The Colour to be used to draw the control or to write the text it contains.
Enabled A Boolean property to determine whether or not a control is capable of being selected and performing an action. If it is not Enabled, it is often Grayed out on the Form.
Font The Font to be used for writing the text associated with the control - either the caption or label, or the text-strings contained within the control. The entry on the 物件檢視器 usually has a (+) box on the left, and selecting this box reveals further options such as character set, colour and size.
Hint A short piece of informative pop-up text that appears if the mouse-cursor hovers over the control.
Items The list of 'Things' that the object contains, such as a group of images, a series of lines of text, a number of actions in an actionlist, etc
Lines An array of strings, containing the textual data in controls with more than a single line of data, such as an Edit-Box or a Combo-Box. The array is zero-indexed, ie the lines are numbered [0..numLines-1]
Name The identifier by which the control is known in the program. The IDE gives it a default name based on the underlying type, for example successive instances of TBitButton would be named Form1.BitBitton1 and Form1.BitButton2; it is up to the application programmer to give them more meaningful names such as ExitButton or OKButton. By default the Name of the control is applied to the Caption for the control, but the text of the Caption may be changed separately.
PopUpMenu A window containing context-sensitive menu information that pops up when the right mouse button is clicked on the object.
Position (or Top, Left) Determines where the control is located on the parent form or window
ReadOnly Boolean property which, if True, signifies that the contents of the control can be read by the user or the calling routine, but cannot be written or changed.
ShowHint Allows a small window containing a context-sensitive Help or other description to be displayed when the mouse cursor 'hovers' over the control.
Size (or Height and Width) The dimensions of the control
Style The options available for Style depend upon the sort of Control being considered: for instance the Style may be defined by TFormStyle, TBorderStyle, TButtonStyle etc.
TabOrder Integer defining where in the sequence of tabs on the Form this control is to lie
TabStop Boolean property which if True places this control in the sequence of objects that the user can reach by successively pressing the Tab key
Text The String of Text that represents the actual data that this control contains. Applies particularly to Text, Memo and StringList types of object. Most of the editing operations (such as Select, Clear, Cut, Copy) are performed in this part of the object, which holds the actual string being edited. If the control contains more than a single line of text, for example TMemo or TComboBox, then the textual elements are arranged as an array of strings (zero-indexed, ie numbered from [0..numLines-1]) in Lines.
Visible If true, the object can be seen on the Form; if False, object is hidden
WordWrap Logical flag to show whether or not word-wrap is enabled, ie if a word comes close to the end of a line and is going to be too long for the line, it is wrapped down to the next line.


Event Actions

Many actions are commonly listed in the 'Events' tab of the 物件檢視器. If you select an entry in the list, a ComboBox appears with a DropDown list showing any actions that have aleady been defined, and allowing you to choose one to be associated with this event. Alternatively you can select the ellipsis (three dots ...) and you will be taken to an area of the 原始碼編輯器 where you can begin typing your own action instructions for the selected event.

While a large number of events is available for any given control, in practice it is only necessary to populate a few of them. For most controls, it is sufficient to provide coding for 'OnClick'; for more complex controls it may be necessary also to provide for 'OnEntry' (when the mouse cursor enters the Control and gives it focus) and 'OnExit' (when the mouse cursor leaves the Control; or you may need to write an event handler for 'OnChange' or 'OnScroll', depending on the nature of the particular control with which you are dealing.

The pop-up menu that appears when you right-click an object in the Form Designer has, as its first item: 'Create default event' and selecting this option will have the same effect as selecting the ellipsis in the 物件檢視器 for the default event, usually OnClick: you are taken to the Implementation area of the 原始碼編輯器 where you can type the code for the event handler.

A common strategy in Object-Oriented programming is to provide an ActionList with the facility for entering, removing or editing a number of pre-defined actions from which the most appropriate can be selected to use in any particular instance.


Some commonly listed Actions
Action Meaning
OnChange Action to be taken if any change is detected (eg mouse move, mouse click, key press, edit text, alter picture, etc)
OnClick Action to be taken when the (first, usually left) mouse button is clicked. This is commonly the main or default action of the control; for example clicking on a button or checkbox initiates the action associated with the checkbox. It may alternatively initate a process of selection, for instance in a TextBox or Memo, or signal the beginning of painting with a Pen or Brush.
Click A method to emulate in code the effect of clicking on a control. This method is most often found in Button-type controls (TButton, TBitBtn, TSpeedButton etc). A procedure can be written that calls the same code as the OnClick action. This facility can be particularly useful if the activation of one control by clicking causes a cascade of other controls to be activated, and the Click method can be used to initiate the action rather than having the user explicitly click on a lot of controls.
OnDragDrop Action to be taken during Drag-Drop manoeuvres, ie when the mouse is used to 'capture' an item or some text etc and move it around the screen to a new location.
OnEntry Action to be taken when the mouse cursor enters the area occupied by the object, usually transfering focus to that object. This might include changes in the appearance of the object such as highlighting or raising the border.
OnExit Action to be taken when the mouse moves out of the area of the object, usually transferring focus out of the object.
OnKeyPress Action to be taken for any key-press. Subtly different from OnKeyDown, which simply responds to a key being down, whether or not it was already down when focus was given to this control. OnKeyPress requires that a key becomes pressed while focus is in this control.
OnKeyDown Action to be taken if a key is down while focus is in this control. Subtly different from OnKeyPress - for example the key might already have been down when focus entered this control, whereas OnKeyPress requires the key to become pressed while focus is in the control.
OnKeyUp Action to be taken if a key is up (ie not pressed) while focus is in this control.
OnMouseMove Action to be taken if the mouse cursor moves while focus is in this control.
OnMouseDown Action to be taken if the mouse button is down while focus is in this control.
OnMouseUp Action to be taken if the mouse button is up while the cursor is over this control. Implies that the mouse button was previously down and has been released. The case where the cursor enters the control but the mouse button has not yet been pressed is covered by OnEntry or OnMouseEnter.
OnResize Action to be taken when the control is resized. Might include re-alignment of text or selection of a different font size etc.

Contructors & Destructors

These are two special methods associated with each control:

  • Constructors: such as Create allocate memory and system resources needed by the object. They also call the constructor of any sub-objects present in the class.
  • Destructors: remove the object and de-allocate memory and other resources. If you call Destroy for an object which hasn't being initialized yet it will generate an error. Always use the Free method to deallocate objects, because it checks whether an object's value is nil before invoking Destroy.

Take the following precautions when creating your own Destroy method:

  • Declare Destroy with the override directive, because it is a virtual method.
  • Always call 'inherited Destroy;' as the last thing on the destructor code.
  • Be aware that an exception may be raised on the constructor in case there is not enought memory to create an object, or something else goes wrong. If the exception is not handled inside the constructor, the object will be only partially built. In this case Destroy will be called when you weren't expecting it, so your destructor must check if the resources were really allocated before disposing of them.
  • Remember to call Free for all objects created on the constructor.

How to use Menu Controls

Hints for creating Menus for your Forms

TMainMenu is the Main Menu that appears at the top of most forms; form designers can customise by choosing various menu items. TPopupMenu is a menu window that pops up with pertinent, usually context-sensitive, details and choices when the right mouse button is clicked near a control

Main Menu is a non-visible component : that is, if the icon is selected from the Component Palette and placed on the Form, it will not appear at Run-time. Instead, a Menu bar with a structure defined by the Menu Editor will appear. Popup menus, placed on the form by selecting the icon from the Component Palette, do not appear at all unless the right mouse button is clicked on a control that owns such a menu.

To see the Menu Editor, right-click on the Main Menu or Popup Menu icon on your Form. A pop-up box appears, that invites you to enter items into the Menu bar.

An Edit box is displayed, containing a Button labelled New Item1. If you right-click on that box, a pop-up menu is displayed that allows you to add a new item before or after (along the same level) or create a sub-menu with the opportunity to add further items below (or above) the new item in a downward column.

Any or all of the MenuItems that you add can be configured using the 物件檢視器.

At the least you should give each item a Caption which will appear on the Menu Bar (you may also wish to give it a more meaningful Name). The caption should indicate the activity to be selected, such as "File Open" or "Close", "Run" or "Quit"

If you want a particular letter in the Caption to be associated with a shortcut key, that letter should be preceded by an ampersand. The Menu item at run-time will appear with the shortcut letter underlined, and hitting that letter key will have the same effect as selecting the menu item. Alternatively you can choose a shortcut key sequence (such as Ctrl+C for Copy or Ctrl+V for Paste - the standard Keyboard shortcuts) with the ShortCut property of the MenuItem.

It is often helpful to use the Menu controls in conjuction with an ActionList which contains a series of standard or customised Actions. Menu Items can be linked in the 物件檢視器 to Actions on the list, and the same actions can be linked to Buttons, ToolBar Buttons, SpeedButtons etc. It is obviously economic of effort to re-use the same code to respond to the various events, rather than writing separate OnClick event handlers for each individual control.

By default a number of standard actions is pre-loaded from StdActns or, if DataAware controls are being used, from DBActns, and these can be chosen using the ActionList editor which appears when you right-click on the ActionList icon on the Form Designer.

除錯器

撰寫中.

可參見 IDE 視窗-除錯

The Lazarus files

   (Thanks to Kevin Whitefoot.)
   (Additions by Giuseppe Ridino, User:Kirkpatc and Tom Lisjac)

When you save you will actually be saving two files:

  xxx.pas and yyy.lpr 

(You save more than that but those are the ones you get to name). The project file (lpr) and the unit file (pas) must not have the same name because Lazarus will helpfully rename the unit (inside the source code) to the same as the unit file name and the program to the name of the project file (it needs to do this or the compiler will probably not be able to find the unit later when referred to in the project file). Of course to be consistent it changes all the occurrences of unit1 to xxx.

So if you are saving a project called again, trying to save again.pas and again.lpr fails because unit names and program names are in the same name space resulting in a duplicate name error.

So here is what I ended up with:

e:/lazarus/kj/lazhello:

total 4740  free 76500
-rwxrwxrwx   1 kjwh     root  4618697 Mar 24 11:19 again.exe
-rw-rw-rw-   1 kjwh     root     3002 Mar 24 11:21 again.lpi
-rw-rw-rw-   1 kjwh     root      190 Mar 24 11:18 again.lpr
-rw-rw-rw-   1 kjwh     root      506 Mar 24 11:08 againu.lfm
-rw-rw-rw-   1 kjwh     root      679 Mar 24 11:08 againu.lrs
-rw-rw-rw-   1 kjwh     root      677 Mar 24 11:08 againu.pas
-rw-rw-rw-   1 kjwh     root     2124 Mar 24 11:08 againu.ppu
-rwxrwxrwx   1 kjwh     root      335 Mar 24 11:07 ppas.bat

Note that there are many more files than the two that I thought I was saving.

Here is a brief note about each file:

again.exe: The main program binary executable. Win32 adds an "exe" extension. Linux has none (just the name of the program). This file will be huge in Linux due to the inclusion of debugging symbols. Run the "strip" utility to remove them and substantially shrink the executable size.

again.lpi: (Lazarus Project Information). This is the main information file of a Lazarus project; the equivalent Delphi main file of an application will be the .dpr file. It is stored in an XML format and contains instructions about all the libraries and units required to build the executable file.

again.lpr: The main program source file or master file. Despite its lazarus specific extension it is in fact a perfectly normal Pascal source file. It has a uses clause that lets the compiler find all the units it needs. Note that the program statement does not have to name the program the same as the file name. This file is usually fairly small, with just a few statements to initialise, build the forms, run and close the application. Most of the work is done in the unit source files, with suffix '.pas'

againu.lfm: This is where Lazarus stores the layout of the form unit, in human readable form. It reflects the properties of the various components, as set in the 物件檢視器. Each object description starts with a line:

object xxxx 
  then there follows a list of properties 
  (including embedded or nested objects) then an 
end 

line. Lazarus uses this file to generate a resource file (.lrs) that is included in the initialisation section of the againu.pas unit. Delphi dfm files can be converted to lfm format in the Lazarus IDE using the Tools->Convert DFM file to LFM utility.

againu.lrs: This is the generated resource file which contains the instructions to the program for building the form (if you look in the main Unit file, you will see in the initialization section the line

{$i againu.lrs} 

which instructs the program to load the resource file). Note that it is not a Windows resource file.

againu.pas: The unit that contains the code for the form; this is usually the only file that the application programmer needs to edit or inspect, and contains any code specifically supplied by the programmer (especially event handlers).

againu.ppu: This is the compiled unit which gets linked into the executable file together with any other units named in the Uses section.

ppas.bat: This is a simple script that links the program to produce the executable. If compilation is successfull, it is deleted by the compiler.

See also