GNUstep development tools : a basic tutorial

This tutorial will introduce you to creating a GNUstep application using and Please note that everything may not exactly work as shown because those two applications are still under development. However, the concepts taught here should not change.

Creating an App

Launch and select Project->New. In the "Create new project..." dialog, select Application.
Select the location of your application , give it a name (here we chose "Converter") and press OK.

Creating an Application Project

Editing the interface file

Select Interfaces in the main window browser, then select Convertor.gorm (or name_of_your_app.gorm) and double-click on it. That should launch and have it open the file.

Editing the interface first contact

Here is what you'll get once you've double-clicked the .gorm file.

First contact with

Displaying the Inspector and Palettes windows

Select Tools->Inspector... and Tools->Palettes...

Displaying Inspector & Palettes

Then you'll see the Palettes and Insepector windows. Rename the title of "My Window" to, for example, "Converter".
The Palettes Window contains many palettes. Each of the palettes contains components which can be drag-and-dropped to the interface window.

Inspector & Palettes

Creating the interface

Try to drag-and-drop some Text, Title and Button components to the Converter window. Move things in order to obtain an interface that looks close to the following one.

The interface

Using the Inspector you can change propreties of the components. Select a component. Select the Attributes panel of the Inspector, if not already selected. Scroll down to "setStringValue:" and click on it. You can then change the value. Don't forget to press "Enter" or to click OK once you've finished editing the value.

Changing the texts and labels

Change the string values of the components to obtain the following.

The final look

Creating a subclass

Now select the "Classes" part of the main window. Select the NSObject class and do Classes->Create Subclass..., in order to create a subclass of NSObject.

The class browser Creating a subclass

You should then see the following inspector window. If not select the new class (which should still be called NewClass) in the class browser of the main window, and do Classes->Edit Class...
Rename the class from NewClass to ConvertorManager (don't forget to press Enter, or your change will not affect anything).

The class inspector

Adding outlets & actions

Now let's add some outlets. Outlets are basicly instance variables of the class, that you will connect to inteface's components at design time.
So add three outlets : "amount", "rate", "result" :

Adding outlets

You will now create an action. An action is an object method which can be linked to interface's component at design time, so that a specific action on the component will get this method to be called.
Add one action named "convert:", please notice the ":" at the end.

Adding actions

Instantiating the class

Now that we have defined the class's outlets and actions, we need to instantiate it. Do select Classes->Instantiate. Doing this tells GNUstep to create an instance of this class when the application is launched (to be more precise, when the nib/gorm file is loaded.) You should now see a new object (ConvertorManager) in the Objects part of Gorm's main panel.

Connecting outlets and actions

We now need to connect the outlets of the instance of ConvertManager we have created to their corresponding components. As you may have guessed, the amount outlet is to be connected to the first text field, rate to the second and result to the third.
Hence the ConvertManager instance will be able to access those fields by using its instance variables. You will not have any code to write to have those connections up and working.
To connect the amount outlet to the first text field, you have to drag-and-drop while pressing the Control key from the ConvertorManager instance (the instance is in the Classes part of Gorm's main panel) to the first text field. Little S and T icons will appear showing who is the Source and who is the Target (those icons always appear in the bottom-left corner, if they are not then you are probably not selecting the component you want to select).
After drag-and-dropping, you have to select which outlet of the Source you want to connect to the target, do this by clicking the correct outlet in the Outlets column of the Inspector and by pressing the connect button. Do this for all three outlets (at this time, selecting the source and target is a bit tricky, before connecting two objects, do unselect all objects in the "Converter" window, you can do this by clicking in the background of the window).

Setting the result outlet

 Connecting an action is a similar operation. Do a drag-and-drop with the control key pressed, from the Convert button to the instance of ConvertorManager. Then click target in the Outlets part of the inspector, all available actions of the target (here the ConvertorManager instance which has only one action) will appear in the Actions column. Click on the convert: action, and press the connect button. Now, everytime the convert button is pressed it will call the convert: method of the instance of ConvertorManager.

Setting the convert: action

Creating the class's source and header files can automatically create the skeleton of the class you've designed : select the ConvertorManager class in the Classes panel of the main window, and do Classes->Create Class's Files.
Two succesive Save Panels will pop up for the .m and the .h files. Choose filenames like ConvertorManager.m and ConvertorManager.h. Save those files into the Project directory.
Once this is done, you can save the interface, close and go back to

Creating the class's source and header files

Adding the class's source and header files to the current project

You now need to add the class's files to the project. Double-click "Classes" in the first column of the browser, choose the .m file to add to the project (ConvertorManager.m), will ask you if you also want to add the .h file, say yes.

Adding the class's source and header files to the project

Writing the convert: method

Open the ConvertorManager.m file by double-clicking it's name within browser.
You should see the following :
/* All Rights reserved */

#import <AppKit/AppKit.h>
#import "ConvertorManager.h"

@implementation ConvertorManager

- (void) convert: (id) sender
/* insert your code here */

Add the following inside the convert: method:
[result setFloatValue: [rate floatValue] * [amount floatValue]];
or if you want to have a nicer dispaying :

[result setStringValue: [NSString stringWithFormat: @"%1.2f",
[amount floatValue] * [rate floatValue]]];
Save the file.

Compiling and running

Click Compiling Panel Button to dispay the building panel. Then click Build Button to build the project. If there is no errors (and hopefully there is none), you can run the application. To do it, click Run Panel Button to display the run panel. Then click the first button (at this time it has still no icon), this should launch the application : running in action, converting between French Franc and Euro.

Congratulations, you have made your first GNUstep application.

Initial writing 07-07-2001
Modified 17-07-2001
Copyright  2001 Pierre-Yves Rivaille