Provided by: gob2_2.0.20-3build2_amd64 bug

NAME

       GOB2 - The GObject Builder

SYNOPSIS

       gob2 [ option ] ...  file

DESCRIPTION

       GObject  Builder  is  a simple preprocessor for easily creating GObject objects.  It does not parse any C
       code and ignores any C errors.  It is in spirit similar to things like lex or yacc.  In some ways it also
       resembles java.  But it is really just a simple preprocessor for creating GObjects for use in  C  or  C++
       and it is not a programming language.

OPTIONS

       -? -h --help
              Display a simple help screen.

       --version
              Display version information

       -w --exit-on-warn
              Exit with an error code even when you encounter a warning.

       --no-exit-on-warn
              Exit with an error only on errors, not on warnings, this is the default.

       --for-cpp
              Generate C++ code.

       --no-extern-c
              Never add the extern "C" to the header.

       --no-gnu
              Never  generate  any  code  with  GNU  C  extensions.  However all the GNU C extensions are always
              wrapped in #ifdef __GNUC__, so code using them compiles correctly even on non-GNU compilers.  This
              option is for purists only.  (using GNU extensions some warnings are eliminated, some  ugly  hacks
              and there is better argument type safety, so it's good to use them)

       --no-touch
              Don't touch output files unless they really changed (implies --no-touch-headers).  Be careful with
              automake, see section PREVENTING SPURIOUS BUILDS.

       --no-touch-headers
              Don't touch the generated header file unless it really changed, this avoids spurious rebuilds, but
              can  confuse some make systems (automake in particular), so it is not enabled by default.  Private
              header is still touched even if unchanged however.

       --always-private-header
              Always create a <basename>-private.h file, even if it would be empty.

       --ondemand-private-header
              Create the private header only if it would have something in  it,  that  is,  if  there  are  some
              private data members or protected methods.  This is the default.

       --no-private-header
              Never  create  a private header file.  If we use any private data members, define the private data
              structure at the point in the .c source where the class definition begins.

       --m4   Preprocess source with m4. Following args will be passed to m4.

       --m4-dir
              Print directory that will be searched for m4 files.

       -n --no-write
              Do not write any output files, just check syntax of the input file.

       --no-lines
              Do not print out the '#line' statements into the output.  Useful for debugging the  auto-generated
              generated code.

       --no-self-alias
              Do not create the Self and SelfClass type aliases and the SELF, IS_SELF and SELF_CLASS macros.

       --no-kill-underscores
              Do not remove the initial underscore from method names.

       --always-private-struct
              Always  include the private pointer in the public header file.  This is useful for files which are
              part of a library and you want to reserve the right to  add  some  private  data  members  without
              breaking binary compatibility.

       -o --output-dir
              The directory into which output should be placed.

       --file-sep[=c]
              Replace  default  '-'  file name separator.  If no separator character is given then none is used.
              Only one character can be used.

       --gtk3 Use gtk3.

TYPENAMES

       Because we need to parse out different parts of the typename, sometimes you need to specify the  typename
       with  some  special syntax.  Types are specified in capitalized form and words are separated by ':'.  The
       first word of the type (which can be empty) is the "namespace".  This fact is for example  used  for  the
       type  checking  macro and the type macro.  For "Gtk:New:Button", the macros will be GTK_IS_NEW_BUTTON and
       GTK_TYPE_NEW_BUTTON.  This colon separated format of typenames is used in the  class  declaration  header
       and for method argument types.

OUTPUT FILES

       The  filenames  are  created from the typename.  The words are separated by '-' (this can be changed with
       --file-sep option) and all in lower case.  For example for an object named  "Gtk:New:Button",  the  files
       are gtk-new-button.c and gtk-new-button.h.  If you are using C++ mode, the output .c file will in fact be
       a  .cc  file.   If  you have any private data members, a private header file will also be created, called
       <basename>-private.h (for the example above it would be  gtk-new-button-private.h).   The  public  header
       file  is created to be human readable and to be used as a reference to the object.  The .c source file is
       not created as a human readable source and is littered with #line statements,  which  make  the  compiler
       attempt  to  point  you to the right line in your .gob file in case of parsing errors.  The output should
       not be edited by hand, and you should only edit the .gob file.

INCLUDING NORMAL C CODE IN THE OUTPUT FILES

       To include some code directly in the output C file begin with '%{' on an empty line and end the code with
       a '%}' on an empty line.  These sections will appear in the output files in the  order  they  are  given.
       There  are  several  other  sections  to  which you can put code.  You can put it in the 'header' section
       (which can be abbreviated 'h') and it will go into the public header file.  You can also put  it  in  the
       'privateheader'  section  (abbreviated  'ph')  which  will make the code go into the private header file.
       Sometimes you want some code (other includes) to appear before the extern "C" and the protecting  define.
       To  do  this  you  can  put them into the 'headertop' (or 'ht') section.  You may wish to include code or
       comments in all the files, which you can do by putting them into the 'all' (or 'a') section.   Similarly,
       code you wish to appear at the top of all files go in the 'alltop' (or 'at') section.  When you want code
       to  appear  as  in  alltop  but  only  in the cfile you use the 'ctop' (or 'ct') section.  Note that ctop
       requires  2.0.18.    Finally,  'afterdecls'  includes  code  between  the  declarations  and  the  method
       implementations, but note that 'afterdecls' requires version 2.0.16.  For example:

         %alltop{
               /* this will be at the very top of all output files */
         %}

         %ctop{
               /* this will be at the very top of the C file */
               /* Requires 2.0.18 */
         %}

         %headertop{
               /* this will be on top of the public header */
         %}

         %privateheader{
               /* this will go into the private header file */
         %}

         %h{
               /* will be included in the header */
               void somefunc(int i);
         %}

         %a{
               /* will be included in all files */
         %}

         %afterdecls{
               /* between the declarations and the method implementations */
               /* Requires gob version 2.0.16 */
         %}

         %{
               /* will be included in the C file */
               void somefunc(int i)
               {
                     /* some code */
               }
         %}

INCLUDE FILES

       Gob  will  automatically  include the class header file at the top of the .c source file.  If you wish to
       include it somewhere else, put the include into some %{ %} section above the class  definition,  and  gob
       will  not  include  it  automatically.  This way you can avoid circular includes and control where in the
       file do you want to include the header.

       If you made any data  members  private,  gob  will  also  create  a  source  file  that  will  be  called
       <basename>-private.h.   Same  rule as above applies for this just as it does for the regular header file.
       If you do explicitly include the regular header file, you should always include this private header  file
       below  it.   That  is,  if  you  use  any  private  data  members.  If you don't, the private header file
       automatically includes the public header file, and  thus  the  public  header  file  will  be  indirectly
       included at the very top of the file.

THE CLASS HEADER

       There  can  be  only  one class per input file.  Defining a class is sort of like in Java, you define the
       class and write inline code directly into the class definition.  To define a class you  need  to  specify
       the  new  object  name and the name of the object from which it is derived from, such as this "class <new
       type> from <parent type> { <class code> }".  For example:

         class Gtk:New:Button from Gtk:Button {
              <class code>
         }

       To make an abstract class (to pass G_TYPE_FLAG_ABSTRACT) add '(abstract)' before the curly braces  above.
       This works since version 2.0.13.

DATA MEMBERS

       There  are five types of data members.  Three of them are normal data members, one is class wide (global)
       in scope and one is a virtual one, usually linked to a normal data member or a class  wide  data  member.
       The three normal data members are public, protected and private.  Public and protected are basically just
       entries  in  the  object  structure,  while private has it's own dynamically allocated private structure.
       Protected members are always put after the public one in the structure and are marked  protected  in  the
       header file.  There is only one identifier allowed per typename unlike in normal C.  Example:

         public int i;
         private GtkWidget *h;
         protected long k;

       Public  and  protected data members are accessed normally as members of the object struct.  Example where
       'i' is as above a public data member:

         object->i = 1;

       The private data members are defined in a structure which is only available inside the  .c  file,  or  by
       including  a  private header file.  You must access them using the structure _priv.  Example where 'h' is
       the private data member (as in the above example):

         object->_priv->h = NULL;

       The _priv structure is defined in the <basename>-private.h.  This file is automatically included  if  you
       don't  include  it yourself.  You should always explicitly include it in your .gob file if you explicitly
       also include the main header file.  The reason it is a separate header file is that you can also  include
       it  in  other  places  that need to access this objects private data, such as if you have the majority of
       functionality of an object in a separate .c file.  Or if a derived object needs to access  the  protected
       methods.

       In case you use the --no-private-header option, no private header file is created and you can only access
       the _priv pointer below the class definition in the .gob file.

       Also  note  that  this  structure is dynamically allocated, and is freed in the finalize handler.  If you
       override the finalized handler, your code will be run first and only then will  the  _priv  structure  be
       freed.

       Classwide data members:

       Sometimes  you  want  a  datamember  to  be  shared  by all objects.  You then need the "classwide" scope
       keyword.  So for example the following adds a global member foo:

         classwide int foo;

       To access the member you can use the SELF_GET_CLASS macro (or YOUR_OBJECT_NAME_GET_CLASS) to get  at  the
       class.  Thus the following would work:

         SELF_GET_CLASS(object)->foo = 20;

       Automatic Initialization:

       You  can  automatically initialize the public private and protected data members without having to add an
       init method.  The advantage here is that initialization is kept close  to  the  definition  of  the  data
       member and thus it's easier to check.  To do this, just add a '=' followed by a number or a token.  It is
       also  possible  to include arbitrary C code for more elaborate initializations by putting it all in curly
       braces.  Note that the curly braces will not be printed into the output, but since gob does not C parsing
       it needs them to figure out where the C code ends.  The code will be inserted into the init method, above
       the user defined body.  So for example the following will initialize an integer to -1 and a string with a
       newly allocated string of "hello".

         public int foo = -1;
         private char *bar = {g_strdup("hello")};

       Automatic Destruction:

       Most data stored as pointers needs to have a function called when the object is finalized to either  free
       the  data.  Gob will let you define a function to be called on the data the object is finalized.  This is
       achieved by putting 'destroywith' followed by a function name after the variable definition.  It is  only
       called  if  the  data  you defined this on is not NULL, so you cans specify functions which do not handle
       NULL.  It is very much like the GDestroyNotify function used in GTK+ and glib  in  many  places.   Unlike
       many  other  places,  gob  will not enforce any kind of type safety here so be a little bit more careful.
       Any function you give it will be called as a "void function(void *)".  It will in fact be cast into  such
       a  form  before  called.   This  is  to  avoid  spurious warnings for gtk calls to subclass methods.  The
       function needs not be of that form exactly, it just has to take one argument which is the pointer to  the
       data.  You should also not define this on any non-pointer data as the results may be undefined.  Example:

         public char *foo = {g_strdup("bar")}
                 destroywith g_free;

       Note  that  the  function  name  you  give must be a real function and not macro.  Also note that this is
       always called in the "finalize" method of GObject.  It is always called after any user  defined  body  of
       the finalize handler.

       Sometimes  you  may  want to run arbitrary code on destruction.  While this can be perfectly well done in
       the finalize handler.  Depending on the style you may want to include all destruction/initialization code
       together with the definition of the data member.  Thus you may want to put arbitrary code which will then
       be inserted into the "finalize" method of GObject.  This can be done with the "destroy" keyword  followed
       by  arbitrary  code  in curly braces.  Inside this code a macro called VAR will be define which refers to
       your variable.  So for example destroying a GString can be either done  with  a  helper  routine  or  the
       following code:

         public GString *string = {g_string_new(NULL)}
                 destroy {
                      if(VAR) g_string_free(VAR, TRUE);
              };

       The thing to remember with these is that there are many ways to do this and you'd better be consistent in
       your  code  in how you use the above things.  Also defining a helper routine that will do the destruction
       will be a nicer thing to do if that's a possibility.  The "destroy" keyword with code does take  up  more
       space in the file and it may become more cluttered.

       The  data  is zeroed out after being destroyed.  This is to make debugging easier in case your code might
       try to access an already finalized object.  In case you have overridden the finalize  method,  your  code
       will  be  run  first  and  only  then  will  the  destructors be called.  You should not however make any
       assumptions about the order at which the destructors are called.  If you have  interdependencies  between
       destructors for different data members, you will have to do this in your own finalize override function.

       Automatic Unreffing:

       This  is  very much like the automatic destruction, but is instead run in the dispose method (it is among
       other places called from the "destroy" method of GtkObject).  All data and other objects that you need to
       unref should be done here, and not at finalize time.  The semantics are otherwise the  same  as  for  the
       "destroywith" and "destroy" keywords, except that you use "unrefwith" and "unref".

         public G:Object *foo = NULL
                 unrefwith g_object_unref;
         public G:Object *bar = NULL
                 unref {
                 g_object_unref (VAR);
              };

GOBJECT PROPERTIES

       The fourth type of a data member a property type.  It is a named data member which is one of the features
       of  the  GObject  system.   It  just defines a way to get and set some data, but you have to take care of
       storing that data somewhere.  So it is normal to also have a normal private (or public) data member where
       you store the real data.  You normally need to define a get and a set handler.  They are fragments  of  C
       code  that  will  be used to get the value or set the value of the argument.  Inside them you can use the
       define VAL to which you assign the data or get the data.  You should treat this VAL  as  a  GValue  which
       stores  the  data  of  the correct type.  You can also use the identifier "self" as pointer to the object
       instance.  The type is defined as one of the GObject type enums, but without the G_TYPE_  prefix.   There
       are  also  some attributes of a property which you can set.  For example the following is a definition of
       an integer property 'height' which will be synchronized with a private integer data member  also  of  the
       name 'height'.

         private int height;
         property INT height
                (
                 name = "height",
                 nick = _("Short nickname"),
                 blurb = _("Long description"),
                 minimum = 10,
                 maximum = 200,
                 default_value = 100)
               set { self->_priv->height = g_value_get_int (VAL); }
               get { g_value_set_int (VAL, self->_priv->height); };

       The  attributes are really optional though you should at least set some of them.  All property types have
       a 'nick' and a 'blurb' attribute and you should set those accordingly.  This will make  runtime  querying
       the  object  nicer  as  things such as gui editors and class browsers can be more verbose about the class
       itself.

       The 'name' property is canonical name of property. It is useful when you try to implement properties with
       no C names like 'vertical-scroll'. The 'name' property can be omitted.

       You can use the '_("string")' notation instead of just "string",  and  that  will  mark  the  string  for
       translation.

       Almost  all types also have a 'default_value' attribute which sets the initial value of this property (on
       object initialization, the set handler will be run automatically with this value).  This  value  will  be
       overridden if the user sets a value of this property on the call to g_object_new.

       All  the  numeric  types  (including CHAR) have 'minimum' and 'maximum' attributes which can restrict the
       range.  If you do not specify these the range will be the full range that the data type can handle.

       Types such as UNICHAR and BOOLEAN only have the 'nick', 'blurb' and
        'default_value' attributes.

       The ENUM type has an 'enum_type' attribute which is the exact type of the enum.   This  is  so  that  the
       property  knows  which exact type you can set, rather then just knowing it is an enum.  You should always
       create an enum type specific for the enum itself (see section on the enum types)

       Similarly FLAGS type has a 'flags_type' which again you should set to the specific  type  of  this  flags
       data member.

       There is a STRING type which has only the extra 'default_value' attribute.

       The  OBJECT type is one of the types that doesn't have a 'default_value' and it only has an 'object_type'
       attribute (in addition to nick and blurb of course) that is the exact  object  type  that  this  property
       accepts.  The object_type should be as a type, that is for example 'Gtk:Button'.

       There  is  a BOXED type which is a pointer which has a boxed type defined (such that GObject knows how to
       copy and destroy this pointer).  Here you will need  to  specify  the  'boxed_type'  attribute  with  the
       specific type of the boxed pointer.

       There  is  also  a  POINTER  type, which has only the 'nick' and 'blurb' attributes.  This is for storing
       arbitrary pointers.  You should be careful with this one, as GObject knows nothing about the data  stored
       at this pointer.  It is somewhat like a 'void *' type.

       There is also the PARAM type for storing parameters with a 'param_type' attribute.

       You  should  notice  that  this  list  is  pretty  much  like  the  list of g_param_spec_* functions from
       gobject/gparamspecs.h, and the attributes are like the arguments of those functions.  Note  however  that
       value array is NOT supported yet.

       You can also specify extra flags, such as CONSTRUCT or CONSTRUCT_ONLY using the
        'flags' attribute.  You can specify multiple flags by oring them together with
        '|'.   These  flags correspond to the GParamFlags enumeration except do not include the G_PARAM_ prefix.
       So for example to define an enumeration property, which is a CONSTRUCT_ONLY property,  we  could  do  the
       following:

         private SomeEnumerationType foo;
         property ENUM foo
                (nick = _("Short nickname"),
                 blurb = _("Long description"),
                 enum_type = Some:Enumeration:Type
                 default_value = SOME_ENUMERATION_VALUE,
                 flags = CONSTRUCT_ONLY,
                 link);

       The above example also gives an example of automatic linking to a standard data member.  By including the
       attribute  'link' a get and set handlers will be automatically added without having to type them by hand.
       This is useful for a vast majority data types that are just linked to some standard data  member  and  do
       not need to do anything extra on get or set.

       Another  extra  feature of properties is the possibility of automatically exporing methods to get and set
       the property.  That is without having to use g_object_set and g_object_get.  This is achieved  by  adding
       an
        'export' attribute to the list of property attributes.

       If  you  do not define a set or get handler, the property will automatically be only readable or writable
       as appropriate.

       Gob2 also creates macros which can be used for type safe access to properties  through  g_object_set  and
       g_object_get.   The  macros  are  called  <type>_PROP_<argument  name>(x)  and  <type>_GET_PROP_<argument
       name>(x).  They define both the string and the value part of the argument.  So for setting an argument of
       height, one would use (for object type My:Object):

         g_object_set (G_OBJECT (object),
                 MY_OBJECT_PROP_HEIGHT (7),
                 NULL);

       And for getting, you would use:

         int height;
         g_object_get (G_OBJECT (object),
                 MY_OBJECT_GET_PROP_HEIGHT (&height),
                 NULL);

       Note however that the type safety only works completely on GNU C compilers.  The  code  will  compile  on
       other  compilers  but with minimal type safety.  For complete type safety it is useful to use the get/set
       methods that are defined by using the 'export' attribute.

       To get better type safety on some of the property types, you can specify the 'type' attribute which  will
       add  casts  where  appropriate in code dealing with this property.  This is especially useful for POINTER
       and OBJECT types.  But even for others.

       You can also override properties from parent objects (that is override their  implementation,  not  their
       attributes).  Do this by adding the special 'override' attribute.  For example if the parent object had a
       'height' property then you could override it by

         private int height;
         property INT height
                (override)
               set { self->_priv->height = g_value_get_int (VAL); }
               get { g_value_set_int (VAL, self->_priv->height); };

       Overriding is supported since gob 2.0.10.

METHODS

       There  is  a  whole  array  of  possible methods.  The three normal, "familiar" method types are private,
       protected and public.  Public are defined as normal functions  with  a  prototype  in  the  header  file.
       Protected  methods  are  defined  as  normal  methods  (which  you  can call from other files), but their
       prototype is placed in the private header file.  Private methods are defined  as  static  functions  with
       prototypes  at  the  top  of  the .c file.  Then there are signal, virtual and override methods.  More on
       those later.  You can also define init and class_init methods with a special definition if  you  want  to
       add  code  to  the  constructors  or  you  can just leave them out.  You can also not define a body for a
       method, by just using ';' instead of a body.  This will define an empty function.  You can't do this  for
       non-void  regular  public,  private  or protected methods, however it is acceptable for non-void virtual,
       signal and override methods.

       Function argument lists:

       For all but the init and class_init methods, you use the  following  syntax  for  arguments.   The  first
       argument can be just "self", which gob will translate into a pointer to the object instance.  The rest of
       the  arguments  are  very similar to normal C arguments.  If the typename is an object pointer you should
       use the syntax defined above with the words separated by ':'
       <type> <argument id>
       or
       <type> <argument id> (check <list of checks>)

       The checks are glib type preconditions, and can be the following: "null", which tests pointers for  being
       NULL,  "type"  which  checks GTK+ object pointers for being the right type, "<test> <number>" which tests
       numeric arguments for being a certain value.  The test can be a <,>,<=,>= != or ==.  Example:

         public int
         foo (self,
              int h (check > 0 < 11),
              Gtk:Widget *w (check null type))

       This will be the prototype of a function which has a self pointer  as  the  first  argument,  an  integer
       argument  which  will be checked and has to be more then 0 and less then 11, and a pointer to a GtkWidget
       object instance and it is checked for being null and the type will also be checked.

       Function attributes:

       For method that aren't virtual, signal or override methods, and aren't init or class_init, GLib  function
       attribute  macros  G_GNUC_PRINTF,  G_GNUC_SCANF,  and  G_GNUC_FORMAT can optionally be included after the
       argument list.  Simply include an 'attr' keyword and the C code to include in  the  file.   You  have  to
       include  braces  and  anything  inside the braces will be printed into the header file after the function
       declaration and before the trailing semicolon.  The braces themselves are not printed.  For example:

         public void
         print (self, const char *format (check null), ...)
           attr {G_GNUC_PRINTF(2, 3)}

       This will produce a prototype which will generate a warning at compile time if the contents of the format
       argument (argument number 2) aren't consistent with the types  and  number  of  the  subsequent  variadic
       arguments  (the first of which is argument number 3).  Only one 'attr' keyword per method is allowed.  If
       you have more than one attribute to include, you should put  them  all  within  the  braces.   Note  that
       function attributes were aded in version 2.0.16.

       Error return:

       Methods  which have a return value, there also has to be something returned if there is an error, such as
       if a precondition is not met.  The default is 0, casted to the type of the method.  If you need to return
       something else then you can specify an 'onerror' keyword after the prototype and  any  optional  function
       attribute  macros, and after that a number, a token (an identifier) or a bit of C code enclosed in braces
       {}.  The braces will not be printed into the output, they just delimit the string.  For example:

         public void * get_something (self, int i (check >= 0)) onerror NULL {
              ...
         }

       The onerror value is also used in overrides that have a return  value,  in  case  there  isn't  a  parent
       method, PARENT_HANDLER will return it.  More about this later.

       Default return:

       Some  signal and virtual methods have a return type.  But what happens if there is no default handler and
       no one connects to a signal.  GOB2 will normally have the  wrappers  return  whatever  you  specify  with
       onerror  or  '0' if you haven't specified anything.  You can also specify a default return value with the
       keyword 'defreturn'.  It's use is identical to the use of onerror, and you can in fact use  both  at  the
       same time.  Example

         virtual int get_some_int (self) onerror -1 defreturn 10 ;

       That  is  an empty virtual method (in C++ terms a pure virtual).  If you never specify any handler for it
       in the derived children it will just return 10.

       Constructor methods:

       There are two methods that handle the construction of an object, init and class_init.  You define them by
       just using the init or class_init keyword with an untyped argument in the argument  list.   The  argument
       will  be  usable  in  your  function  as  a  pointer  to  your  object or class depending if it's init or
       class_init.  For example:

         init (self) {
                 /* initialize the object here */
                 self->a = 9;
                 self->b = 9;
         }

         class_init (class) {
                 /* initialize the class, this is rarely needed */
                 class->blah = NULL;
         }

       The class_init function is very rarely needed as all standard class initialization is taken care  of  for
       you  by gob itself.  The init function should on the other hand be used whenever you need to construct or
       initialize anything in the object to put it into a sane state.

       Constructor, dispose, finalize methods:

       Since 2.0.16, you can also easily add code to the object's constructor, dispose,  and  finalize  methods.
       See  GObject documentation on how these are run.  The code you add will be run before calling the parents
       function for dispose and finalize, and after the parent function for constructor.   The  syntax  is  just
       like init and class_init.  For example:

         constructor (self) {
            /* constructor method */
         }

         dispose (self) {
            /* dispose method */
         }

         finalize (self) {
            /* finalize method */
         }

       You can also just override those methods as usual, but the above is much easier and nearly as flexible.

       Virtual methods:

       Virtual  methods  are  basically  pointers in the class structure, so that one can override the method in
       derived methods.  That is to implement the method in a derived class,  you  must  then  use  an  override
       method  (more on those later).  They can be empty (if you put ';' instead of the C code).  A wrapper will
       also be defined which makes calling the methods he same as public methods.  This type of method is just a
       little bit "slower" then normal functions, but not  as  slow  as  signals.   You  define  them  by  using
       "virtual"  keyword  before  the  prototype.   If  you put the keyword "private" right after the "virtual"
       keyword, the wrapper will not be a public  method,  but  a  private  one.   You  can  do  the  same  with
       "protected" to make a protected wrapper.

       Signals:

       Signals  are  methods  to  which  the user can bind other handlers and override the default handler.  The
       default handler is basically the method body.  This is the most versatile and flexible type of  a  method
       and  also  the slowest.  You need to specify a whole bunch of things when you define a signal.  One thing
       is when the default handler will be run, first or last.  You specify that  by  "first"  or  "last"  right
       after  the  "signal"  keyword.  Then you need to define the GObject enum types (again without the G_TYPE_
       prefix).  For that you define the return types and the types of arguments after the "self"  pointer  (not
       including the "self" pointer).  You put it in the following syntax "<return type> (<list of arguments>)".
       If  the  return  type  is void, the type should be "NONE", the same should be for the argument list.  The
       rest of the prototype is the same as for other method types.  The body can also be empty, and also  there
       is a public method wrapper which you can use for calling the signal just like a public method.  Example:

         signal first INT (POINTER, INT)
         int do_something (self, Gtk:Widget *w (check null type), int length)
         {
              ...
         }

       or

         signal last NONE (NONE) void foo (self);

       You can include name of signal, if this name is not a C variable name. Example:

         signal first INT "do-something" (POINTER, INT)
         int do_something (self, Gtk:Widget *w (check null type), int length)
         {
              ...
         }

       If  you  don't want the wrapper that emits the signal to be public, you can include the keyword "private"
       after the "signal" keyword.  This will make the wrapper a normal private method.  You  can  also  make  a
       protected wrapper by using "protected" instead of "private".

       If you don't define a "first" or a "last", the default will be taken as "last".

       You  can  also  add  additional  flags.   You do this just like with the argument flags, although this is
       probably very rare.  These are the G_SIGNAL_* flags, and you can add them without  the  G_SIGNAL_  prefix
       into a parenthesis, just after the "signal" keyword.  By default all public signals are G_SIGNAL_ACTION.

       Also  gob2  creates  a  wrapper macros for typesafe signal connection.  That is you will be warned by the
       compiler if you pass a callback that is not the correct prototype.  This will again only warn you on gcc,
       but it will compile without warning on another compiler.  So as with all the typesafety hacks in gob,  it
       is  better  to test your objects under gcc to get any warnings even if you are using a different compiler
       in the end.

       The methods that are created for you are:

         <class_name>_connect__<signal_name> (<object>, <callback>, <data>)
         <class_name>_connect_after__<signal_name> (<object>, <callback>, <data>)
         <class_name>_connect_data__<signal_name> (<object>, <callback>, <data>,
                                                   <destroy_notify>, <flags>)

       These   three   functions   correspond    to    the    g_signal_connect,    g_signal_connect_after    and
       g_signal_connect_data functions that you would normally use, except they are for a specific signal.  Also
       do  note  the  two  underscores  between the method name and the signal name.  For example to connect the
       signal "foo" on the object "Test:Object" you would do:

         test_object_connect__foo (object, callback, data);

       To use BOXED in the signal arguments you need to tell gob which type of boxed argument you want  to  use.
       For  this  you can just add BOXED_GTK_TYPE_STRING instead of BOXED.  For example BOXED_GTK_TYPE_TREE_ITER
       for GtkTreeIter.  This works since version 2.0.13.

       Override methods:

       If you need to override some method (a signal or a virtual method of some class in the parent tree of the
       new object), you can define and override method.  After  the  "override"  keyword,  you  should  put  the
       typename  of  the  class  you  are overriding a method from.  Other then that it is the same as for other
       methods.  The "self" pointer in this case should be the type of the method you are overriding so that you
       don't get warnings during compilation.  Also to call the method of the parent  class,  you  can  use  the
       PARENT_HANDLER macro with your arguments.  Example:

         override (Gtk:Container) void
         add (Gtk:Container *self (check null type), Gtk:Widget *wid (check null type))
         {
                 /* some code here */
                 PARENT_HANDLER(self, wid);
         }

       If  the  function  has  a  return  value, then PARENT_HANDLER is an expression that you can use.  It will
       return whatever the parent handler returned, or the "onerror" expression if there was no parent handler.

       Method names:

       Inside the code, aliases are set for the methods, so that you don't have to type the  class  name  before
       each  call, just type self_ instead of the name of the class.  So to call a method called blah, you would
       use the name self_blah.  Example:

         private int
         foo (self)
         {
              return self->len;
         }

         private int
         bar (self, int i)
         {
              return self_foo (self) + i;
         }

MAKING NEW OBJECTS

       You should define a new method which should be a normal public method.  Inside this method, you  can  use
       the  GET_NEW  macro  that  is  defined for you and that will fetch a new object, so a fairly standard new
       method would look like:

         public GObject *
         new (void) {
              GObject *ret = GET_NEW;
              return G_OBJECT (ret);
         }

       You should not a subtle peculiarity of the GObject system here.  If there is any code inside the G_OBJECT
       macro argument, it will get executed multiple times.  This means that things  such  as  G_OBJECT(GET_NEW)
       would actually create 4 objects, leaking 3 of them.  A good rule (as with anywhere in C) is to be careful
       with all macros.

SELF REFERENCES

       Self alias casts:

       There  are some standard casts defined for you.  Instead of using the full macros inside the .c file, you
       can use SELF, IS_SELF and SELF_CLASS.  Using these makes it easier to  for  example  change  class  names
       around.

       Self alias types:

       There  are  also  the Self and SelfClass types inside your .c file.  These serve the same function as the
       above, they make it easier to type and easier to change typenames around which  can  help  a  lot  during
       prototyping  stage.  However you should note that the Self type should not be used in function prototypes
       as one of the arguments or as a return value type.  This is because this is a simple C typedef  which  is
       only  available  inside  your .c file and not in the header files.  You can disable both the self casting
       macros and the self type aliases by passing --no-self-alias to gob.

DEALING WITH DIFFERENT GOB VERSIONS

       Defines:

       In  your  generated  C  file,  you  can  use  the   defines   GOB_VERSION_MAJOR   GOB_VERSION_MINOR   and
       GOB_VERSION_PATCHLEVEL  if you wish to for example use a feature that is only available in some newer gob
       version.  Note however that you can only use these defines in the C code portions of your .gob file,  and
       #ifdef's cannot span multiple functions.  Check the BUGS section for more on using the C preprocessor and
       gob.

       Minimum version requires:

       You  can  also  make  your  .gob  file  require  at least certain version of gob.  You do this by putting
       'requires x.y.z' (where x.y.z is the version number) outside of any C block, comment  or  class,  usually
       you  should  make this the first line in the file or close to the top.  If gob finds this and the version
       of gob used to compile the code is lower then that listed in the require, gob will generate an error  and
       exit.   For  example  to require that gob2 version 2.0.0 or higher be used to compile a file, put this at
       the top of that file:

         requires 2.0.0

CREATING NEW ENUM, FLAGS and ERROR TYPES

       You can create new GObject ENUM, FLAGS and GError types for use in your classes  easily.   Glib  includes
       some  utilities  for  handling  these,  however  it may be cleaner to use the below specified way in your
       classes.  It also then doesn't require any Makefile setup.  Make sure this is defined in the same section
       as the class, that is not in any of the '%?{' '%}' sections.

       You use the keywords 'enum' 'flags' and 'error' as you would use the
        'class' keyword.  Then you give a prefix for the values in the enumeration.  Then you define a  list  of
       values  just  like in C.  For 'enum' types you can also specify the values assigned to each string.  Then
       you specify the type in the standard gob style of specifying types.  Here are a few examples  of  all  of
       these:

         enum LAME_CLIENT {
               IS_CONNECTED,
               NONE = 9,
               LAST
         } Test:Enum;

         flags BUGA_BUGA {
               ONE,
               TWO,
               MANY,
         } Some:Flags;

         error TEST_OBJECT_ERROR {
               BAD_THIS,
               BAD_THAT
         } Test:Object:Error;

       This will for example define an enum that is equivalent to the following C code:

         typedef enum {
               LAME_CLIENT_IS_CONNECTED,
               LAME_CLIENT_NONE = 9,
               LAME_CLIENT_LAST
         } TestEnum;

C++ MODE

       There  is  a  C++  mode  so  that gob creates C++ compiler friendly files.  You need to use the --for-cpp
       argument to gob.  This will make the generated file have a .cc instead of a  .c  extension,  and  several
       things  will  be  adjusted  to make it all work for a C++ compiler.  One thing that will be missing is an
       alias to the new method, as that clashes with C++, so instead you'll have to use the  full  name  of  the
       method  inside  your  code.  Also note that gob does not use any C++ features, this option will just make
       the generated code compile with a C++ compiler.

OVERRIDING THE GET_TYPE METHOD

       The get_type is not really a method, but a function which  initializes  your  object.   Recently  objects
       appeared  which  require  you  to  make  a  custom get_type function.  So it is possible to override this
       function.  To do so, just define a new public method called get_type, with no arguments.  Example:

         public GType
         get_type (void)
         {
            /* code goes here */
            return some_type;
         }

INTERFACES

       Currently gob will only allow you to implement interfaces (that is, define new classes which implement an
       interface) and doesn't yet have support for making new interfaces, but this will be coming at some  point
       in the future.

       To  define  a  class  that implements an interface add a class flag 'interface' with the type name of the
       interface as an argument.  Then to implement a specific method of  the  interface,  just  add  'interface
       <typename>' before the method definition.  The method can, and probably should be, private.

       The  following  example  implements  a  new  object,  that  implements  the  Gtk:Tree:Model interface and
       implements the get_flags method of that interface.  Do note that except  for  standard  (GTK+  and  glib)
       specific  interfaces  which  seem  to have a non-standard name for the interface structure, the structure
       should end with and Iface,  if  you  are  implementing  an  interface.   That  is  for  example  for  the
       Gtk:Tree:Model, the structure containing the table of methods should be named GtkTreeModelIface.
         class Some:Object from G:Object
                 (interface Gtk:Tree:Model)
         {
                 /* function implemented for the Gtk:Tree:Model interface */
                 interface Gtk:Tree:Model
                 private GtkTreeModelFlags
                 get_flags (Gtk:Tree:Model *self (check null type))
                 {
                      /* Here would be the implementation */
                      return (GtkTreeModelFlags)0;
                 }
         }

       If you want to implement multiple interfaces just list more class flag lines as follows:

         class Some:Object from G:Object
                 (interface Gtk:Tree:Model)
                 (interface Gtk:Editable)
         {
                 /* ... */
         }

DIRECT BonoboObject SUPPORT

       If  you  want  to build a BonoboObject class gob2 has direct support for these.  Just create a new object
       that derives from Bonobo:Object.  Then use a "BonoboObject" class flag with  the  interface  name  as  an
       argument.   The interface name should be as you would type it in C, that is with underscores as namespace
       separators.  Then you add the methods (using exact same names as in  the  idl  file)  and  prepend  those
       methods  with a BonoboObject keyword.  For example imagine you have an interface GNOME/Foo/SomeInterface,
       with a method fooBar that takes a single string:

         class Foo:Some:Interface from Bonobo:Object
           (BonoboObject GNOME_Foo_SomeInterface) {

                 BonoboObject
                 private void
                 fooBar (PortableServer_Servant servant,
                         const CORBA_char *string,
                         CORBA_Environment *ev)
                 {
                         Self *self = SELF (bonobo_object_from_servant (servant));

                         /* your code here */
                 }

                 /* rest of class */
         }

       Note that the implementation method can be private, in fact that's probably a good idea to do.  It  won't
       work  to  make this a signal, it can however be a virtual.  Note that the method prototype must match the
       one from the interface header file, or you will get a bad  assignment  warning.   You  should  check  the
       header  file  generated  by  orbit-idl  and see the epv structure for the correct prototypes if you can't
       figure them out from the idl itself.  Also note that the first argument is not "self",  but  the  servant
       and you must use bonobo_object_from_servant function to get the actual object pointer.

DIRECT LIBGLADE SUPPORT

       Gob  can  simplify  writing  a libglade class.  Just create a new object that derives from a GtkContainer
       widget.  Then use a "GladeXML" class flag with the glade file name, root widget and optional  domain   as
       arguments between double quotes.  For example:

       class My:Glade from Gtk:Window (GladeXML "gob-libglade.glade" "root")
       {
         ....
       }

       Note however that then "gob-libglade.glade" would have to be in the current directory.  You could specify
       a  path, but that may not work for all installations.  You can replace the glade filename with a token to
       be used in the generated .c file and you can then have a macro with the filename, as follows:

       class My:Glade from Gtk:Window (GladeXML GLADE_FILE "root")
       {
         ....
       }

       And somewhere in your header files you would have

       #define GLADE_FILE "/path/to/file.glade"

       You can declare widgets as data members by adding a 'GladeXML' to the definition.

       private Gtk:Button * button1 GladeXML;

       This will automatically set the "button1" from the GladeXML file.

       All signals created with glade are automatically connected if you defined those  class  methods  in  your
       class.   For  example  suppose  in  glade  that  we  set  the  "connect"  signal  on  button1  to  go  to
       on_button1_clicked, then in our gob file we can just write:

       public void
       on_button1_clicked(self, GtkButton * button)
       {
       }

       See the examples directory for a full example.  Note that this feature requires version at least 2.0.12.

IDENTIFIER CONFLICTS

       Gob will need to define some local variables and functions in the generated files, so you  need  to  take
       some  precaution  not  to conflict with these.  The general rule of thumb is that all of these start with
       three underscores.  There is one, "parent_class" which doesn't because it's  intended  for  use  in  your
       code.   For virtuals or signals, you cannot use the identifier __parent__ which is used for the parent of
       the object.  You should actually never access __parent__ either as it not guaranteed that  it  will  stay
       named  this  way.   Data  members  cannot be named __parent__ nor _priv.  For methods, you cannot use the
       identifiers "init" or "class_init" unless you mean the constructor methods.  You shouldn't generally  use
       3  underscores  even  in  override  method argument lists and virtual and signal method names as it might
       confuse the PARENT_HANDLER macro.  In fact avoiding all names with three underscores is the  best  policy
       when working with gob.

       There  are a couple of defines which you shouldn't be redefining in the code or other headers.  These are
       SELF,  IS_SELF,  SELF_CLASS,   SELF_TYPE,   ARG,   VAR,   PARENT_HANDLER,   GET_NEW,   GOB_VERSION_MAJOR,
       GOB_VERSION_MINOR and GOB_VERSION_PATCHLEVEL.

       As  for  types,  there  are  Self and SelfClass types which are only defined in your source files.  Their
       generation (just like the generation of the SELF macros) can be turned off, see command line options.

USING GTK-DOC STYLE INLINE DOCUMENTATION

       If you want to use gtk-doc style inline documentation for your objects, you can do  one  of  two  things.
       First,  you  could include the inline documentation comments in your %{ %} section which will then be put
       verbatim into the output source file.  This is the way you should use for functions you define outside of
       the class.

       For class methods, you should use a gtk+ style comment, however it can be indented any number of tabs  or
       spaces  and  you  can  use  the short method name without the type prefix.  Gob will automatically try to
       extract these and translate to full names and put them in the output source file.  An example would be:

         class Gtk:Button:Example from Gtk:Button {
                 /**
                  * new:
                  *
                  * Makes a new #GtkButtonExample widget
                  *
                  * Returns: a new widget
                  **/
                 public
                 GtkWidget *
                 new(void)
                 {
                         return (GtkWidget *)GET_NEW;
                 }
         }

       If the function you are documenting is a signal or a virtual then it will be documenting the wrapper that
       starts that virtual function or emits that signal.

DEALING WITH CIRCULAR HEADERS

       Sometimes you may need to use an object of  type  MyObjectA  in  the  MyObjectB  class  and  vice  versa.
       Obviously you can't include headers for both.  So you need to just declare the typedef in the header of A
       for  B,  and  the  other way around as well.  The headers generated include a protecting define before it
       declares the typedef.  This define is the __TYPEDEF_<upper case object name>__.  So inside  my-object-a.h
       there will be this:

         #ifndef __TYPEDEF_MY_OBJECT_A__
         #define __TYPEDEF_MY_OBJECT_A__
         typedef struct _MyObjectA MyObjectA;
         #endif

       Now instead of including my-object-a.h in the header section of my-object-b.gob, just copy the above code
       there and you're set for using MyObjectA as a type in the method parameters and public types.

       Another  way  to  get  out  of this problem is if you can use those types only in the private members, in
       which case they won't be in the generated public header.

BUILDING WITH MAKE

       If you are using normal makefiles, what you need to do is to add a generic rule for .gob files.   So  you
       would include the following in the Makefile and then just use the .c and .h files as usual (make sure the
       space before the 'gob2' is a tab, not spaces):

         %.c %.h %-private.h: %.gob
                 gob2 $<

BUILDING WITH AUTOCONF and AUTOMAKE

       This  is  a  little  bit  more  involved.   Basically  the first thing to do is to check for GOB2 in your
       configure.in file.  You can use the supplied  m4  macro  which  will  also  check  the  version  of  gob.
       Basically you include this:

         GOB2_CHECK([2.0.0])

       This will replace @GOB2@ in your makefiles with the full path of gob2.  Thus when adding the generic rule
       to your Makefile.am file, it should look like:

         %.c %.h %-private.h: %.gob
                 @GOB2@ $<

       For  Makefile.am you have to set up a couple more things.  First you have to include the generated .c and
       .h files into BUILT_SOURCES variable.  You have to include both the .gob and the .c and .h files  in  the
       SOURCES for your program.

PREVENTING SPURIOUS BUILDS

       When  nothing  has  changed  you  might  not  really  want to rebuild everything and gob provides options
       --no-touch (since 2.0.13) and --no-touch-headers to avoid this.  When working with build systems such  as
       automake  you  have to be more careful as just using those options can cause automake to get confused and
       you will need to use something like the following:

         foo_SOURCES = foo.gob foo.gob.stamp foo.c foo.h foo-private.h
         BUILT_SOURCES = foo.gob.stamp
         MAINTAINERCLEANFILES = foo.gob.stamp

         %.gob.stamp: %.gob
                 @GOB2@ --no-touch $<
                 @touch $@

DEBUGGING

       GOB does several things to make debugging the code easier.  First it adds preprocessor commands into  the
       output c file that point to the correct places in your .gob input file.  However sometimes there might be
       some  bigger  confusion  and  this  is just not helpful.  In this case you will probably want to have gcc
       point you directly at the generated files.  For this use the --no-lines command line option.  You  should
       also  note that these commands are not generated for the public header file at all.  If there is an error
       which points you to the public header file, make sure you fix this error in the .gob file, otherwise your
       changes will not have any effect after gob recompiles the sources again.

       Sometimes you might want to know which method you are in for some  debugging  output.   GOB  will  define
       __GOB_FUNCTION__ macro, which is just a string constant with a pretty name of the method.

M4 SUPPORT

       It is possible to have your .gob file also preprocessed by m4.  This is useful if you have a lot of files
       and  you'd like to have some preprocessor put in some common features.  All you have to do is add --m4 to
       the command line of gob2 and gob2 will first run your file through m4.  You can print the directory  that
       is searched for m4 files by running "gob2 --m4-dir"

       All  the  arguments after --m4 will be passed to m4 itself, so it has to be the last gob2 argument on the
       command line.  This way you can specify arbitrary options to pass to m4.

BUGS

       The lexer does not actually parse the C code, so I'm sure that some corner cases or maybe even  some  not
       so corner cases of C syntax might confuse gob completely.  If you find any, send me the source that makes
       it go gaga and I'll try to make the lexer try to handle it properly, but no promises.

       Another thing is that gob ignores preprocessor macros.  Since gob counts braces, the following code won't
       work:

         #ifdef SOME_DEFINE
         if(foo) {
         #else
         if(bar) {
         #endif
                 blah();
         }

       To make this work, you'd have to do this:

         #ifdef SOME_DEFINE
         if(foo)
         #else
         if(bar)
         #endif
         {
                 blah();
         }

       There  is  no real good way we can handle this without parsing C code, so we probably never will.  In the
       future, I might add #if 0 as a comment but that's about as far as I can really take it and even  that  is
       problematic.   Basically,  if you use gob, just don't use the C preprocessor too extensively.  And if you
       use it make sure that you do not cross the boundaries of the C code segments.

       Comments will not get through to the generated files unless inside C code.  This  is  not  the  case  for
       gtk-doc style comments which are supported.

       The  short  name  aliases are actually implemented as pointers to functions.  Thus if you want to get the
       pointer of a function using the short name alias you can't use the '&'.  Thus:

         void (*foo)(Self *);

         /* this will NOT work */
         foo = &self_short_name;

         /* this will work */
         foo = self_short_name;

         /* Both of these will work */
         foo = &my_class_long_name;
         foo = my_class_long_name;

AUTHOR

       George Lebl <jirka@5z.com>

       GOB2 Homepage: http://www.jirka.org/gob.html

                                                   GOB2 2.0.20                                           GOB2(1)