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[Gnash-commit] gnash ChangeLog doc/C/actionscript/main.xml doc...


From: Ann Barcomb
Subject: [Gnash-commit] gnash ChangeLog doc/C/actionscript/main.xml doc...
Date: Mon, 19 Mar 2007 14:50:33 +0000

CVSROOT:        /sources/gnash
Module name:    gnash
Changes by:     Ann Barcomb <ann>       07/03/19 14:50:33

Modified files:
        .              : ChangeLog 
        doc/C/actionscript: main.xml 
        doc/C          : Makefile.am 
Added files:
        doc/C/actionscript: as_value.xml new_as_class.xml 

Log message:
        Split actionscript/main.xml into multiple files.

CVSWeb URLs:
http://cvs.savannah.gnu.org/viewcvs/gnash/ChangeLog?cvsroot=gnash&r1=1.2626&r2=1.2627
http://cvs.savannah.gnu.org/viewcvs/gnash/doc/C/actionscript/main.xml?cvsroot=gnash&r1=1.1&r2=1.2
http://cvs.savannah.gnu.org/viewcvs/gnash/doc/C/actionscript/as_value.xml?cvsroot=gnash&rev=1.1
http://cvs.savannah.gnu.org/viewcvs/gnash/doc/C/actionscript/new_as_class.xml?cvsroot=gnash&rev=1.1
http://cvs.savannah.gnu.org/viewcvs/gnash/doc/C/Makefile.am?cvsroot=gnash&r1=1.34&r2=1.35

Patches:
Index: ChangeLog
===================================================================
RCS file: /sources/gnash/gnash/ChangeLog,v
retrieving revision 1.2626
retrieving revision 1.2627
diff -u -b -r1.2626 -r1.2627
--- ChangeLog   19 Mar 2007 14:41:27 -0000      1.2626
+++ ChangeLog   19 Mar 2007 14:50:33 -0000      1.2627
@@ -1,3 +1,7 @@
+2007-03-19 Ann Barcomb <address@hidden>
+       * doc/C/actionscript.xml, doc/C/actionscript/*, doc/C/Makefile.am:
+         Split main.xml into multiple files.
+
 2007-03-19 Sandro Santilli <address@hidden>
 
        * server/timers.cpp (timer_setinterval):
@@ -6,9 +10,10 @@
 
 2007-03-19 Ann Barcomb <address@hidden>
 
-       * ActionScript has been removed from the Gnash manual.
-         A new ActionScript manual has been created.  Most of
-         the material has been rewritten and incorporates Sandro's
+       * doc/C/actionscript.xml, doc/C/gnash.xml, doc/C/actionscript/main.xml,
+         doc/C/Makefile.am: ActionScript has been removed from the Gnash
+         manual.  A new ActionScript manual has been created.  Most of
+         material has been rewritten and incorporates Sandro's
          feedback on the previous version.
 
 2007-03-19 Bastiaan Jacques <address@hidden>

Index: doc/C/actionscript/main.xml
===================================================================
RCS file: /sources/gnash/gnash/doc/C/actionscript/main.xml,v
retrieving revision 1.1
retrieving revision 1.2
diff -u -b -r1.1 -r1.2
--- doc/C/actionscript/main.xml 19 Mar 2007 14:40:12 -0000      1.1
+++ doc/C/actionscript/main.xml 19 Mar 2007 14:50:33 -0000      1.2
@@ -27,300 +27,3 @@
       </sect2>
     </sect1>
 
-    <sect1 id="newclass">
-      <title>Adding New ActionScript Class</title>
-
-      <para>
-        Adding a new ActionScript class is relatively simple, but the
-        process is complicated by the fact that the interface has evolved
-        over time and the current code base represents several different
-        formats.  This document describes the current interface.  The
-        Boolean class should be considered the authoritative example of
-        a modern ActionScript class.
-      </para>
-
-      <para>
-        ActionScript classes contain a header file and a C++
-        implementation.  The name is usually the name of the
-        class as it is called in the ActionScript specifications;
-        for instance <emphasis>Boolean.cpp</emphasis> for the Boolean class.
-      </para>
-
-      <para> 
-        In the CVS source tree, there is a utility file named
-        &gen_asclass; which can be used to
-        create the header file and a C++ source file stub for
-        an ActionScript class.  
-      </para>
-
-      <sect2 id="prototype">
-        <title>Prototype</title>
-
-       <para>
-          In ActionScript, a prototype is a base object which contains
-          all the methods that an instantiated object will contain.
-          In short, it contains every part of the class except for
-          the portions dealing with the storage of instance data.
-       </para>
-       <para>
-          In Gnash, the prototype of an ActionScript object is 
-          implemented as an <emphasis>as_object</emphasis>.
-          At startup, the methods and properties of the ActionScript class
-          are attached to the <emphasis>as_object</emphasis>.  The
-          following example demonstrates how methods can be attached:
-         <programlisting>
-            static void
-            attachBooleanInterface(as_object&amp; o) 
-            {
-                o.init_member("toString", new 
builtin_function(boolean_tostring));
-                o.init_member("valueOf", new 
builtin_function(boolean_valueof));
-            }
-         </programlisting>
-          This code was generated using &gen_asclass;.
-          Typically, you will need to customize the attach method to include
-          any new methods you add to the class.
-       </para>
-       <para>
-          Static properties can also be added to the ActionScript prototype
-          (<link linkend="properties">dynamic properties</link> 
-          are addressed later).  They are attached in a similar way:
-          <programlisting>
-           o.init_member("myProperty", as_value("HelloWorld"));
-         </programlisting>
-       </para>
-       <para>
-          Properties which have been added in this manner can be
-          directly accessed in ActionScript code without a function
-          call, as this piece of ActionScript code compiled by Ming's
-          <emphasis>makeswf</emphasis> compiler demonstrates:
-           <programlisting>
-             // Get the value of the myProperty property
-             if (node.myProperty == "HelloWorld") {
-                 trace("MATCHED");
-             }
-           </programlisting>
-       </para>
-      </sect2>
-
-      <sect2 id="declaration">
-       <title>Declaration</title>
-
-       <para>
-          A new class should derive from <emphasis>as_object</emphasis>,
-          which is the base class of every ActionScript object in Gnash.
-          The class declaration will also be generated when you use
-          &gen_asclass;.
-       </para>
-      </sect2>
-      
-      <sect2 id="instantiation">
-       <title>Instantiation</title>
-
-       <para>
-          The class should contain an init method; this is included
-          in the stub when &gen_asclass; is
-          used.
-       </para>
-       <para>
-          The init method should be called in the constructor in
-          <emphasis>Global.cpp</emphasis>, where all other ActionScript
-          classes are similarly referenced.
-       </para>
-      </sect2>
-
-      <sect2 id="methods">
-       <title>Methods</title>
-
-        <para>
-          Every method you implement and 
-          <link linkend="prototype">attach</link> will receive an
-          &fn_call; data structure as an argument when it is called.
-          The most important members of the &fn_call; structure are
-          the <link linkend="arguments">stack of arguments</link>
-          to the function and a
-          <link linkend="return">pointer to the result</link>, which will
-          be returned to the (ActionScript) caller.  The remainder
-          of the <link linkend="additional_fn_call">&fn_call; 
-          structure</link> is described later in this section.
-        </para>
-
-        <sect3 id="arguments">
-          <title>Accessing Arguments</title>
-          <para>
-            The arguments stored in &fn_call;
-            should be accessed using <emphasis>arg()</emphasis>.  For
-            instance, the first element can be popped with
-            <emphasis>fn.arg(0)</emphasis>.
-         </para>
-          <para>
-            The element popped off the stack is an 
-            <link linkend="as_value"><emphasis>as_value</emphasis>
-            object</link>.
-          </para>
-        </sect3>
-
-        <sect3 id="return">
-          <title>Returning a Value to ActionScript</title>
-          <para>
-            The return value should be set <emphasis>result</emphasis>
-            pointer of the &fn_call; structure.  For example:
-            <programlisting>
-              fn.result->set_string('Goodbye, cruel world.');
-            </programlisting>
-          </para>
-          <para>
-            The return value is an 
-            <link linkend="as_value"><emphasis>as_value</emphasis> 
-            object</link>.
-          </para>
-        </sect3>
-
-        <sect3 id="additional_fn_call">
-          <title>Additional &fn_call; Members</title>
-          <para>
-            In addition to the aforementioned 
-            <link linkend="return">result pointer</link>, there
-            are two other useful members of the &fn_call;
-            structure, namely <emphasis>this_ptr</emphasis> and
-            <emphasis>nargs</emphasis>.  The former points to the
-            class which is invoking this method, while the latter
-            is a count of the number of 
-            <link linkend="arguments">arguments in the stack</link>.
-            You may also see instances of the <emphasis>env</emphasis>
-            pointer being used, but it has been deprecated.
-         </para>
-          <para>
-            Beyond the <emphasis><link 
-            linkend="arguments">arg()</link></emphasis> method, there
-            is one method of note.  <emphasis>dump_args()</emphasis>
-            can be used in debugging to output the entire argument
-            stack.
-         </para>
-        </sect3>
-      </sect2>
-
-      <sect2 id="properties">
-       <title>Dynamic Properties</title>
-        <para>
-          This section describes accessors to dynamic properties.
-          Read-only properties are described
-          in the <link linkend="prototype">prototype</link> section.
-        </para>
-        <para>
-          Dynamic properties are not created by the &gen_asclass; 
-          script.  Accessors should be written as
-          a single get/set method.  Previously this was done by
-          overriding <emphasis>get_member()</emphasis> and
-          <emphasis>set_member()</emphasis>, but this practice
-          is deprecated.  
-        </para>
-        <para> 
-          The accessor is written so that it sets the property
-          if it is called with an argument, and puts the property in
-          the <link linkend="methods">&fn_call;</link>
-          <link linkend="return">result pointer</link>.  For instance:
-          <programlisting>
-            void
-            MyClass::myProperty_getset(const fn_call&amp; fn)
-            {
-
-               MyClass* ptr = ensureMyClass(fn.this_ptr);
-
-               // setter
-               if ( fn.nargs > 0 )
-               {
-                 bool h = fn.arg(0).to_bool();
-                 ptr->MyMethod(h);
-                 return;
-               }
-
-               // getter
-               bool h = ptr->MyMethod();
-               fn.result->set_bool(h);
-            }
-          </programlisting>
-        </para>
-        <para> 
-          It has not yet been decided whether properties should be set
-          in the <link linkend="prototype">exported interface</link> 
-          or attached to instances of the class.  A property is attached
-          in the following manner:
-          <programlisting>
-            boost::intrusive_ptr&lt;builtin_function&gt; gettersetter;
-            gettersetter = new 
builtin_function(&amp;MyClass::myProperty_getset, NULL);
-            o.init_property("myProperty", *gettersetter, *gettersetter);
-          </programlisting>
-        </para>
-      </sect2>
-    </sect1>
-
-    <sect1 id="as_value">
-      <title>The <emphasis>as_value</emphasis> Object Type</title>
-      <para>
-        The <emphasis>as_value</emphasis> class is used throughout
-        the interpreter to create generic objects to hold data.
-      </para>
-
-      <sect2 id="data_types">
-        <title>Data Types</title>
-        <para>
-          The following data types are supported:
-          <emphasis>NULLTYPE</emphasis>,
-          <emphasis>BOOLEAN</emphasis>, <emphasis>STRING</emphasis>,
-          <emphasis>NUMBER</emphasis>, <emphasis>OBJECT</emphasis>,
-          <emphasis>AS_FUNCTION</emphasis>, and 
-          <emphasis>MOVIECLIP</emphasis>.  
-          The type <emphasis>C_FUNCTION</emphasis> is being deprecated.
-        </para>
-      </sect2>
-
-      <sect2 id="is_methods">
-        <title>Determining the Type</title>
-        <para>
-          Several methods allow you to determine if a value stored in
-          <emphasis>as_value</emphasis> is of a specific type.  These
-          follow the form of <emphasis>is_TYPE</emphasis>, for example
-          <emphasis>is_as_function()</emphasis> and 
-          <emphasis>is_number()</emphasis>.
-        </para>
-      </sect2>
-
-      <sect2 id="to_methods">
-        <title>Fetching the Value</title>
-        <para>
-          Another set of methods will return a representation of
-          the value as a particular type.  They follow the
-          <emphasis>to_TYPE</emphasis> naming convention.  Examples
-          are <emphasis>to_number()</emphasis> and
-          <emphasis>to_bool()</emphasis>.  
-        </para>
-      </sect2>
-
-      <sect2 id="set_methods">
-        <title>Setting the Value and Type</title>
-        <para>
-          Finally, there is the <emphasis>set_TYPE</emphasis> series
-          of methods.  They change the type to the type specified in
-          the method name, and set the value to the one given as an
-          argument.  It is also possible to accomplish the same thing
-          with the <emphasis>=</emphasis> operator.
-        </para>
-      </sect2>
-
-      <sect2 id="further_as_value_reading">
-        <title>Further Reading</title>
-        <para>
-          Please refer to <emphasis>as_value.h</emphasis> or the
-          Doxygen documentation (see 'Processing The Documentation'
-          in the &appname; manual for instructions on generating
-          documents with Doxygen) for more information
-          about which methods are available for the
-          <emphasis>as_value</emphasis> object.
-        </para>
-        <para>
-          Note that the <emphasis>tu_string</emphasis> and related
-          methods are deprecated.
-        </para>
-      </sect2>
-
-    </sect1>

Index: doc/C/Makefile.am
===================================================================
RCS file: /sources/gnash/gnash/doc/C/Makefile.am,v
retrieving revision 1.34
retrieving revision 1.35
diff -u -b -r1.34 -r1.35
--- doc/C/Makefile.am   19 Mar 2007 14:40:12 -0000      1.34
+++ doc/C/Makefile.am   19 Mar 2007 14:50:33 -0000      1.35
@@ -90,7 +90,7 @@
 texi: gnash.texi actionscript.texi
 info: gnash.info actionscript.info
 gnash.pdf gnash.html gnash.texi: $(xml_files)
-actionscript.pdf actionscript.html actionscript.texi: actionscript.xml 
actionscript/main.xml
+actionscript.pdf actionscript.html actionscript.texi: actionscript.xml 
actionscript/main.xml actionscript/as_value.xml actionscript/new_as_class.xml
 
 SUFFIXES = .xml .html .texi .pdf .info .1 .fo
 

Index: doc/C/actionscript/as_value.xml
===================================================================
RCS file: doc/C/actionscript/as_value.xml
diff -N doc/C/actionscript/as_value.xml
--- /dev/null   1 Jan 1970 00:00:00 -0000
+++ doc/C/actionscript/as_value.xml     19 Mar 2007 14:50:33 -0000      1.1
@@ -0,0 +1,70 @@
+    <sect1 id="as_value">
+      <title>The <emphasis>as_value</emphasis> Object Type</title>
+      <para>
+        The <emphasis>as_value</emphasis> class is used throughout
+        the interpreter to create generic objects to hold data.
+      </para>
+
+      <sect2 id="data_types">
+        <title>Data Types</title>
+        <para>
+          The following data types are supported:
+          <emphasis>NULLTYPE</emphasis>,
+          <emphasis>BOOLEAN</emphasis>, <emphasis>STRING</emphasis>,
+          <emphasis>NUMBER</emphasis>, <emphasis>OBJECT</emphasis>,
+          <emphasis>AS_FUNCTION</emphasis>, and 
+          <emphasis>MOVIECLIP</emphasis>.  
+          The type <emphasis>C_FUNCTION</emphasis> is being deprecated.
+        </para>
+      </sect2>
+
+      <sect2 id="is_methods">
+        <title>Determining the Type</title>
+        <para>
+          Several methods allow you to determine if a value stored in
+          <emphasis>as_value</emphasis> is of a specific type.  These
+          follow the form of <emphasis>is_TYPE</emphasis>, for example
+          <emphasis>is_as_function()</emphasis> and 
+          <emphasis>is_number()</emphasis>.
+        </para>
+      </sect2>
+
+      <sect2 id="to_methods">
+        <title>Fetching the Value</title>
+        <para>
+          Another set of methods will return a representation of
+          the value as a particular type.  They follow the
+          <emphasis>to_TYPE</emphasis> naming convention.  Examples
+          are <emphasis>to_number()</emphasis> and
+          <emphasis>to_bool()</emphasis>.  
+        </para>
+      </sect2>
+
+      <sect2 id="set_methods">
+        <title>Setting the Value and Type</title>
+        <para>
+          Finally, there is the <emphasis>set_TYPE</emphasis> series
+          of methods.  They change the type to the type specified in
+          the method name, and set the value to the one given as an
+          argument.  It is also possible to accomplish the same thing
+          with the <emphasis>=</emphasis> operator.
+        </para>
+      </sect2>
+
+      <sect2 id="further_as_value_reading">
+        <title>Further Reading</title>
+        <para>
+          Please refer to <emphasis>as_value.h</emphasis> or the
+          Doxygen documentation (see 'Processing The Documentation'
+          in the &appname; manual for instructions on generating
+          documents with Doxygen) for more information
+          about which methods are available for the
+          <emphasis>as_value</emphasis> object.
+        </para>
+        <para>
+          Note that the <emphasis>tu_string</emphasis> and related
+          methods are deprecated.
+        </para>
+      </sect2>
+
+    </sect1>

Index: doc/C/actionscript/new_as_class.xml
===================================================================
RCS file: doc/C/actionscript/new_as_class.xml
diff -N doc/C/actionscript/new_as_class.xml
--- /dev/null   1 Jan 1970 00:00:00 -0000
+++ doc/C/actionscript/new_as_class.xml 19 Mar 2007 14:50:33 -0000      1.1
@@ -0,0 +1,226 @@
+    <sect1 id="newclass">
+      <title>Adding New ActionScript Class</title>
+
+      <para>
+        Adding a new ActionScript class is relatively simple, but the
+        process is complicated by the fact that the interface has evolved
+        over time and the current code base represents several different
+        formats.  This document describes the current interface.  The
+        Boolean class should be considered the authoritative example of
+        a modern ActionScript class.
+      </para>
+
+      <para>
+        ActionScript classes contain a header file and a C++
+        implementation.  The name is usually the name of the
+        class as it is called in the ActionScript specifications;
+        for instance <emphasis>Boolean.cpp</emphasis> for the Boolean class.
+      </para>
+
+      <para> 
+        In the CVS source tree, there is a utility file named
+        &gen_asclass; which can be used to
+        create the header file and a C++ source file stub for
+        an ActionScript class.  
+      </para>
+
+      <sect2 id="prototype">
+        <title>Prototype</title>
+
+       <para>
+          In ActionScript, a prototype is a base object which contains
+          all the methods that an instantiated object will contain.
+          In short, it contains every part of the class except for
+          the portions dealing with the storage of instance data.
+       </para>
+       <para>
+          In Gnash, the prototype of an ActionScript object is 
+          implemented as an <emphasis>as_object</emphasis>.
+          At startup, the methods and properties of the ActionScript class
+          are attached to the <emphasis>as_object</emphasis>.  The
+          following example demonstrates how methods can be attached:
+         <programlisting>
+            static void
+            attachBooleanInterface(as_object&amp; o) 
+            {
+                o.init_member("toString", new 
builtin_function(boolean_tostring));
+                o.init_member("valueOf", new 
builtin_function(boolean_valueof));
+            }
+         </programlisting>
+          This code was generated using &gen_asclass;.
+          Typically, you will need to customize the attach method to include
+          any new methods you add to the class.
+       </para>
+       <para>
+          Static properties can also be added to the ActionScript prototype
+          (<link linkend="properties">dynamic properties</link> 
+          are addressed later).  They are attached in a similar way:
+          <programlisting>
+           o.init_member("myProperty", as_value("HelloWorld"));
+         </programlisting>
+       </para>
+       <para>
+          Properties which have been added in this manner can be
+          directly accessed in ActionScript code without a function
+          call, as this piece of ActionScript code compiled by Ming's
+          <emphasis>makeswf</emphasis> compiler demonstrates:
+           <programlisting>
+             // Get the value of the myProperty property
+             if (node.myProperty == "HelloWorld") {
+                 trace("MATCHED");
+             }
+           </programlisting>
+       </para>
+      </sect2>
+
+      <sect2 id="declaration">
+       <title>Declaration</title>
+
+       <para>
+          A new class should derive from <emphasis>as_object</emphasis>,
+          which is the base class of every ActionScript object in Gnash.
+          The class declaration will also be generated when you use
+          &gen_asclass;.
+       </para>
+      </sect2>
+      
+      <sect2 id="instantiation">
+       <title>Instantiation</title>
+
+       <para>
+          The class should contain an init method; this is included
+          in the stub when &gen_asclass; is
+          used.
+       </para>
+       <para>
+          The init method should be called in the constructor in
+          <emphasis>Global.cpp</emphasis>, where all other ActionScript
+          classes are similarly referenced.
+       </para>
+      </sect2>
+
+      <sect2 id="methods">
+       <title>Methods</title>
+
+        <para>
+          Every method you implement and 
+          <link linkend="prototype">attach</link> will receive an
+          &fn_call; data structure as an argument when it is called.
+          The most important members of the &fn_call; structure are
+          the <link linkend="arguments">stack of arguments</link>
+          to the function and a
+          <link linkend="return">pointer to the result</link>, which will
+          be returned to the (ActionScript) caller.  The remainder
+          of the <link linkend="additional_fn_call">&fn_call; 
+          structure</link> is described later in this section.
+        </para>
+
+        <sect3 id="arguments">
+          <title>Accessing Arguments</title>
+          <para>
+            The arguments stored in &fn_call;
+            should be accessed using <emphasis>arg()</emphasis>.  For
+            instance, the first element can be popped with
+            <emphasis>fn.arg(0)</emphasis>.
+         </para>
+          <para>
+            The element popped off the stack is an 
+            <link linkend="as_value"><emphasis>as_value</emphasis>
+            object</link>.
+          </para>
+        </sect3>
+
+        <sect3 id="return">
+          <title>Returning a Value to ActionScript</title>
+          <para>
+            The return value should be set <emphasis>result</emphasis>
+            pointer of the &fn_call; structure.  For example:
+            <programlisting>
+              fn.result->set_string('Goodbye, cruel world.');
+            </programlisting>
+          </para>
+          <para>
+            The return value is an 
+            <link linkend="as_value"><emphasis>as_value</emphasis> 
+            object</link>.
+          </para>
+        </sect3>
+
+        <sect3 id="additional_fn_call">
+          <title>Additional &fn_call; Members</title>
+          <para>
+            In addition to the aforementioned 
+            <link linkend="return">result pointer</link>, there
+            are two other useful members of the &fn_call;
+            structure, namely <emphasis>this_ptr</emphasis> and
+            <emphasis>nargs</emphasis>.  The former points to the
+            class which is invoking this method, while the latter
+            is a count of the number of 
+            <link linkend="arguments">arguments in the stack</link>.
+            You may also see instances of the <emphasis>env</emphasis>
+            pointer being used, but it has been deprecated.
+         </para>
+          <para>
+            Beyond the <emphasis><link 
+            linkend="arguments">arg()</link></emphasis> method, there
+            is one method of note.  <emphasis>dump_args()</emphasis>
+            can be used in debugging to output the entire argument
+            stack.
+         </para>
+        </sect3>
+      </sect2>
+
+      <sect2 id="properties">
+       <title>Dynamic Properties</title>
+        <para>
+          This section describes accessors to dynamic properties.
+          Read-only properties are described
+          in the <link linkend="prototype">prototype</link> section.
+        </para>
+        <para>
+          Dynamic properties are not created by the &gen_asclass; 
+          script.  Accessors should be written as
+          a single get/set method.  Previously this was done by
+          overriding <emphasis>get_member()</emphasis> and
+          <emphasis>set_member()</emphasis>, but this practice
+          is deprecated.  
+        </para>
+        <para> 
+          The accessor is written so that it sets the property
+          if it is called with an argument, and puts the property in
+          the <link linkend="methods">&fn_call;</link>
+          <link linkend="return">result pointer</link>.  For instance:
+          <programlisting>
+            void
+            MyClass::myProperty_getset(const fn_call&amp; fn)
+            {
+
+               MyClass* ptr = ensureMyClass(fn.this_ptr);
+
+               // setter
+               if ( fn.nargs > 0 )
+               {
+                 bool h = fn.arg(0).to_bool();
+                 ptr->MyMethod(h);
+                 return;
+               }
+
+               // getter
+               bool h = ptr->MyMethod();
+               fn.result->set_bool(h);
+            }
+          </programlisting>
+        </para>
+        <para> 
+          It has not yet been decided whether properties should be set
+          in the <link linkend="prototype">exported interface</link> 
+          or attached to instances of the class.  A property is attached
+          in the following manner:
+          <programlisting>
+            boost::intrusive_ptr&lt;builtin_function&gt; gettersetter;
+            gettersetter = new 
builtin_function(&amp;MyClass::myProperty_getset, NULL);
+            o.init_property("myProperty", *gettersetter, *gettersetter);
+          </programlisting>
+        </para>
+      </sect2>
+    </sect1>




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