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+<HTML><HEAD><TITLE>Using Open Scripting Extension from Python</TITLE></HEAD>
+<BODY>
+<H1>Using Open Scripting Extension from Python</H1>
+<HR>
+
+OSA support in Python is still far from complete, and what
+support there is is likely to change in the forseeable future. Still,
+there is already enough in place to allow you to do some nifty things
+to other programs from your python program. <P>
+
+<CITE>
+Actually, when we say "AppleScript" in this document we actually mean
+"the Open Scripting Architecture", there is nothing
+AppleScript-specific in the Python implementation. <p>
+</CITE>
+
+In this example, we will look at a scriptable application, extract its
+"AppleScript Dictionary" and generate a Python interface module from
+that and use that module to control the application. Because we want
+to concentrate on the OSA details we don't bother with a real
+user-interface for our application. <p>
+
+The application we are going to script is Eudora Light, a free mail
+program from <A HREF="http://www.qualcomm.com">QualComm</A>. This is a
+very versatile mail-reader, and QualComm has an accompanying
+commercial version once your needs outgrow Eudora Light. Our program
+will tell Eudora to send queued mail, retrieve mail or quit. <p>
+
+<H2>Creating the Python interface module</H2>
+
+There is a tool in the standard distribution that looks through a file
+for an 'AETE' or 'AEUT' resource, the internal representation of the
+AppleScript dictionary. This tool is called
+<CODE>gensuitemodule.py</CODE>, and lives in
+<CODE>Tools:bgen:ae</CODE>. When we start it, it asks us for an input
+file and we point it to the Eudora Light executable. It starts parsing
+the AETE resource, and for each AppleEvent suite it finds it prompts
+us for the filename of the resulting python module. Remember to change
+folders for the first module, you don't want to clutter up the Eudora
+folder with your python interfaces. If you want to skip a suite you
+press cancel and the process continues with the next suite. In the
+case of Eudora, you do <EM>not</EM> want to generate the Required
+suite, because it will be empty. AppleScript understands that an empty
+suite means "incorporate the whole standard suite by this name",
+gensuitemodule does not currently understand this. Creating the empty
+<CODE>Required_Suite.py</CODE> would hide the correct module of that
+name from our application. <p>
+
+<CITE>
+Time for a sidebar. If you want to re-create
+<CODE>Required_Suite.py</CODE> or one of the other standard modules
+you should look in <CODE>System Folder:Extensions:Scripting
+Additions:Dialects:English Dialect</CODE>, that is where the core
+AppleEvent dictionaries live. Also, if you are looking for the
+<CODE>Finder_Suite</CODE> interface: don't look in the finder (it has
+an old System 7.0 scripting suite), look at the extension <CODE>Finder
+Scripting Extension</CODE>. <p>
+</CITE>
+
+Let's glance at the <A
+HREF="scripting/Eudora_Suite.py">Eudora_Suite.py</A> just created. You
+may want to open Script Editor alongside, and have a look at how it
+interprets the dictionary. EudoraSuite.py starts with some
+boilerplate, then come some dictionaries implementing the OSA
+Enumerations, then a big class definition with methods for each
+AppleScript Verb and finally some comments. The Enumerations we will
+skip, it suffices to know that whenever you have to pass an enumerator
+to a method you can pass the english name and don't have to bother
+with the 4-letter type code. So, you can say
+<CODE><PRE>
+ eudora.notice(occurrence="mail_arrives")
+</PRE></CODE>
+instead of the rather more cryptic
+<CODE><PRE>
+ eudora.notice(occurrence="wArv")
+</PRE></CODE>
+
+The <CODE>Eudora_Suite</CODE> class is the bulk of the code
+generated. For each verb it contains a method. Each method knows what
+arguments the verb expects, and it makes handy use of the keyword
+argument scheme introduced in Python 1.3 to present a palatable
+interface to the python programmer. You will see that each method
+calls some routines from <CODE>aetools</CODE>, an auxiliary module
+living in <CODE>Tools:bgen:ae</CODE> which contains some other nifty
+AppleEvent tools as well. Have a look at it sometime, there is (of
+course) no documentation yet. <p>
+
+The other thing you notice is that each method calls
+<CODE>self.send</CODE>, but no such method is defined. You will have
+to provide it by subclassing or multiple inheritance, as we shall see
+later. <p>
+
+The module ends with some comments. Sadly, gensuitemodule is not yet
+able to turn the Object Specifiers into reasonable Python code. For
+now, if you need object specifiers, you will have to use the routines
+defined in <CODE>aetools.py</CODE> (and <CODE>aetypes.py</CODE>, which
+it incorporates). You use these in the form <CODE>aetools.Word(10,
+aetools.Document(1))</CODE> where the corresponding AppleScript
+terminology would be <CODE>word 10 of the first
+document</CODE>. Examine the two modules mentioned above along with
+the comments at the end of your suite module if you need to create
+more than the standard object specifiers. <p>
+
+<H2>Using a Python suite module</H2>
+
+Now that we have created the suite module we can use it in an
+application. We do this by creating a class that inherits
+<CODE>Eudora_Suite</CODE> and the <CODE>TalkTo</CODE> class from
+<CODE>aetools</CODE>. The <CODE>TalkTo</CODE> class is basically a
+container for the <CODE>send</CODE> method used by the methods from
+the suite classes. <p>
+
+Actually, our class will also inherit <CODE>Required_Suite</CODE>,
+because we also need functionality from that suite: the quit
+command. Gensuitemodule could have created this completely derived
+class for us, since it has access to all information needed to build
+the class but unfortunately it does not do so at the moment. All in
+all, the heart of our program looks like this:
+<CODE><PRE>
+ import Eudora_Suite, Required_Suite, aetools
+
+ class Eudora(aetools.TalkTo, Required_Suite.Required_Suite, \
+ Eudora_Suite.Eudora_Suite):
+ pass
+</PRE></CODE>
+
+Yes, our class body is <CODE>pass</CODE>, all functionality is already
+provided by the base classes, the only thing we have to do is glue it
+together in the right way. <p>
+
+Looking at the sourcefile <A
+HREF="scripting/testeudora.py">testeudora.py</A> we see that it starts
+with some imports (and some <CODE>addpack</CODE> calls to extend
+<CODE>sys.path</CODE> to include <CODE>Tools:bgen:ae</CODE>, use of
+<CODE>ni</CODE> should be preferred over <CODE>addpack</CODE> but I
+have not managed to master it yet). Then we get the class definition
+for our main object and a constant giving the signature of Eudora. <p>
+
+This, again, needs a little explanation. There are various ways to
+describe to AppleScript which program we want to talk to, but the
+easiest one to use (from Python, at least) is creator
+signature. Application name would be much nicer, but Python currently
+does not have a module that interfaces to the Finder database (which
+would allow us to map names to signatures). The other alternative,
+<CODE>ChooseApplication</CODE> from the program-to-program toolbox, is
+also not available from Python at the moment. <p>
+
+The main program itself is a wonder of simplicity. We create the
+object that talks to Eudora (passing the signature as argument), ask
+the user what she wants and call the appropriate method of the talker
+object. The use of keyword arguments with the same names as used by
+AppleScript make passing the parameters a breeze. <p>
+
+The exception handling does need a few comments, though. Since
+AppleScript is basically a connectionless RPC protocol nothing happens
+when we create to talker object. Hence, if the destination application
+is not running we will not notice until we send our first
+command. There is another thing to note about errors returned by
+AppleScript calls: even though <CODE>MacOS.Error</CODE> is raised not
+all of the errors are actually <CODE>OSErr</CODE>-type errors, some
+are error codes returned by the server application. In that case, the
+error message will be incorrect. <p>
+
+That concludes our simple example. Again, let me emphasize that
+scripting support in Python is not very complete at the moment, and
+the details of how to use AppleEvents will definitely change in the
+near future. This will not only fix all the ideosyncracies noted in
+this document but also break existing programs, since the current
+suite organization will have to change to fix some of the problems.
+Still, if you want to experiment with AppleEvents right now: go ahead!
+<p>
diff --git a/Mac/Demo/example1.html b/Mac/Demo/example1.html
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+<HTML><HEAD><TITLE>Using python to create Macintosh applications, part one</TITLE></HEAD>
+<BODY>
+<H1>Using python to create Macintosh applications, part one</H1>
+<HR>
+
+This document will show you how to create a simple mac-style
+application using Python. We will glance at how to use dialogs and
+resources. <p>
+
+The example application we look at will be a simple program with a
+dialog that allows you to control and monitor InterSLIP, a device
+driver that connects your mac to the Internet via a modem connection.
+<A HREF="example1/InterslipControl-1.py">Source</A> and resource file
+(in binary and <A
+HREF="example1/InterslipControl-1.rsrc.hqx">BinHex</A> form for
+downloading) for this application are available in the <A
+HREF="example1">example1</A> folder (which you will have to download
+if you are reading this document over the net and if you want to look
+at the resources). <p>
+
+We will use a C extension module module "interslip" that allows a
+Python program to control and monitor the behaviour of the low-level
+driver, and we will create the user interface around that. If you want
+to actually run the code, you will obvously need InterSLIP and the
+interslip module. The latter is available as a dynamically loadable
+extension for PowerPC macs, and may be compiled in your Python
+interpreter for 68K macs. As of this writing there is still a slight
+problem with the Python interslip module causing it to say "file not
+found" if the driver is not loaded yet. The workaround is to load the
+driver by starting InterSLIP Control and quitting it. <p>
+
+<CITE>
+If you are interested in building your own extensions to python you
+should check out the companion document <A
+HREF="plugins.html">Creating Macintosh Python C extensions</A>,
+which tells you how to build your own C extension. Not completely
+coincidental this document uses the interslip module that we will use
+here as an example. <p>
+</CITE>
+
+<H2><A NAME="dialog-resources">Creating dialog resources</A></H2>
+
+Let us start with the creative bit: building the dialogs and creating
+an icon for our program. For this you need ResEdit, and a reasonable
+working knowledge of how to use it. "Inside Mac" or various books on
+macintosh programming will help here. <p>
+
+There is one fine point that deserves to be mentioned here: <A
+NAME="resource-numbering">resource numbering</A>. Because often your
+resources will be combined with those that the Python interpreter and
+various standard modules need you should give your DLOG and DITL
+resources numbers above 512. 128 and below are reserved for Apple,
+128-255 for the Python interpreter and 256-511 for standard
+modules. If you are writing a module that you will be distributing for
+inclusion in other people's programs you may want to register a number
+in the 256-511 range, contact Guido or myself or whoever you think is
+"in charge" of Python for the Macintosh at the moment. Even though the
+application we are writing at the moment will keep its resources in a
+separate resource file it is still a good idea to make sure that no
+conflicts arise: once you have opened your resource file any attempt
+by the interpreter to open a dialog will also search your resource
+file. <p>
+
+Okay, let's have a look at InterslipControl-1.rsrc, our resource file.
+The DLOG and accompanying DITL resource both have number 512. Since
+ResEdit creates both with default ID=128 you should take care to
+change the number on both. The dialog itself is pretty basic: four
+buttons (connect, disconnect, update status and quit), two labels and
+two status fields. <p>
+
+<H2><A NAME="modal-dialog">An application with a modal dialog</A></H2>
+
+Next, we will have to write the actual application. For this example,
+we will use a modal dialog. This means that we will put up the dialog
+and go into a loop asking the dialog manager for events (buttons
+pushed). We handle the actions requested by the user until the quit
+button is pressed, upon which we exit our loop (and the program). This
+way of structuring your program is actually rather antisocial, since
+you force the user to do whatever you, the application writer, happen
+to want. A modal dialog leaves no way of escape whatsoever (except
+command-option-escape), and is usually not a good way to structure
+anything but the most simple questions. Even then: how often have you
+been confronted with a dialog asking a question that you could not
+answer because the data you needed was obscured by the dialog itself?
+In the next example we will look at an application that does pretty
+much the same as this one but in a more user-friendly way. <p>
+
+On to the code itself, in file <A
+HREF="example1/InterslipControl-1.py"> InterslipControl-1.py</A>. Have
+a copy handy before you read on. The file starts off with a
+textstring giving a short description. Not many tools do anything with
+this as yet, but at some point in the future we <EM>will</EM> have all
+sorts of nifty class browser that will display this string, so just
+include it. Just put a short description at the start of each module,
+class, method and function. After the initial description and some
+comments, we import the modules we need. <p>
+
+<A NAME="easydialogs"><CODE>EasyDialogs</CODE></A> is a handy standard
+module that provides you with routines that put up common text-only
+modal dialogs:
+<UL>
+<LI> <CODE>Message(str)</CODE>
+displays the message "str" and an OK button,
+<LI> <CODE>AskString(prompt, default)</CODE>
+asks for a string, displays OK and Cancel buttons,
+<LI> <CODE>AskYesNoCancel(question, default)</CODE>
+displays a question and Yes, No and Cancel buttons.
+</UL>
+
+<A NAME="res"><CODE>Res</CODE></A> is a pretty complete interface to
+the MacOS Resource Manager, described fully in Inside Mac. There is
+currently no documentation of it, but the Apple documentation (or
+Think Ref) will help you on your way if you remember two points:
+<UL>
+<LI> Resources are implemented as Python objects, and each routine
+with a resource first argument is implemented as a python method.
+<LI> When in doubt about the arguments examine the routines docstring,
+as in <CODE>print Res.OpenResFile.__doc__</CODE>
+</UL>
+
+Similarly, <A NAME="dlg"><CODE>Dlg</CODE></A> is an interface to the
+Dialog manager (with Dialogs being implemented as python objects and
+routines with Dialog arguments being methods). The sys module you
+know, I hope. <A NAME="interslip"><CODE>Interslip</CODE></A>,
+finally, is the module with the interface to the InterSLIP driver. We
+use four calls from it:
+<UL>
+<LI> <CODE>open()</CODE>
+opens the driver
+<LI> <CODE>connect()</CODE>
+asks it to initiate a connection procedure (without waiting)
+<LI> <CODE>disconnect()</CODE>
+asks it to initiate a disconnection procedure (without waiting)
+<LI> <CODE>status()</CODE>
+returns the current connection status in the form of an integer state,
+an integer "message sequence number" and a message string.
+</UL>
+
+Next in the source file we get definitions for our dialog resource
+number and for the item numbers in our dialog. These should match the
+situation in our resource file InterslipControl-1.rsrc,
+obviously. Then we get an array converting numeric state codes
+returned by <CODE>interslip.status()</CODE> to textual messages. <p>
+
+On to the main program. We start off with opening our resource file,
+which should live in the same folder as the python source. If we
+cannot open it we use <CODE>EasyDialogs</CODE> to print a message and
+exit. You can try it: just move the resource file somewhere else for a
+moment. Then, we try to open the interslip driver, again catching an
+error. All modules that raise <A NAME="macos-errors">MacOS error
+exceptions</A> will pass a 2-tuple to the exception handler with the
+first item being the numeric <CODE>OSErr</CODE> code and the second
+one being an informative message. If no informative message is
+available it will be the rather uninformative <CODE>"MacOS Error
+-12345"</CODE>, but at least the second item will always be a
+printable string. Finally we call do_dialog() to do the real work. <p>
+
+<CODE>Do_dialog()</CODE> uses <CODE>Dlg.GetNewDialog()</CODE> to open
+a dialog window initialized from 'DLOG' resource ID_MAIN and putting
+it on screen in the frontmost position. Next, we go into a loop,
+calling <CODE>Dlg.ModalDialog()</CODE> to wait for the next user
+action. <CODE>ModalDialog()</CODE> will return us the item number that
+the user has clicked on (or otherwise activated). It will handle a few
+slightly more complicated things also, like the user typing into
+simple textfields, but it will <EM>not</EM> do things like updating
+the physical appearance of radio buttons, etc. See Inside Mac or
+another programming guide for how to handle this
+yourself. Fortunately, our simple application doesn't have to bother
+with this, since buttons are the only active elements we have. So, we
+do a simple switch on item number and call the appropriate routine to
+implement the action requested. Upon the user pressing "quit" we
+simply leave the loop and, hence, <CODE>do_dialog()</CODE>. This will
+cause the python dialog object <CODE>my_dlg</CODE> to be deleted and
+the on-screen dialog to disappear. <p>
+
+<A NAME="dialog-warning">Time for a warning</A>: be very careful what
+you do as long as a dialog is on-screen. Printing something, for
+instance, may suddenly cause the standard output window to appear over
+the dialog, and since we took no measures to redraw the dialog it will
+become very difficult to get out of the dialog. Also, command-period
+may or may not work in this situation. I have also seen crashes in
+such a situation, probably due to the multiple event loops involved or
+some oversight in the interpreter. You have been warned. <p>
+
+The implementation of the "update status" command can use a bit more
+explaining: we get the new information with <CODE>do_status()</CODE>
+but now we have to update the on-screen dialog to present this
+information to the user. The <CODE>GetDialogItem()</CODE> method of
+the dialog returns three bits of information about the given item: its
+type, its data handle and its rect (the on-screen <CODE>x,y,w,h</CODE>
+coordinates). We are only interested in the data handle here, on which
+we call <CODE>SetDialogItemText()</CODE> to set our new text. Note
+here that python programmers need not bother with the C-string versus
+pascal-string controversy: the python glue module knows what is needed
+and converts the python string to the correct type. <p>
+
+Finally, the three implementation routines <CODE>do_connect()</CODE>,
+<CODE>do_disconnect()</CODE> and <CODE>do_status()</CODE> are simply
+boring wrappers around the corresponding interslip methods that will
+put up a dialog in case of an error. <p>
+
+And that concludes our first example of the use of resources and
+dialogs. Next, you could have a look at the source of EasyDialogs for
+some examples of using input fields and filterprocs. Or, go on with
+reading the <A HREF="example2.html">second part</A> of this document
+to see how to implement a better version of this application. Not only
+will it allow the user to go back to the finder (or other apps) when
+your application is running, it will also free her of the RSI-inducing
+chore of pressing "update status" continuously... <p>
+
+
diff --git a/Mac/Demo/example2.html b/Mac/Demo/example2.html
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+<HTML><HEAD><TITLE>Using python to create Macintosh applications, part two</TITLE></HEAD>
+<BODY>
+<H1>Using python to create Macintosh applications, part two</H1>
+<HR>
+
+In this document we rewrite the application of the <A
+HREF="example1.html">previous example</A> to use modeless dialogs. We
+will use an application framework, and we will have a look at creating
+applets, standalone applications written in Python. <A
+HREF="example2/InterslipControl-2.py">Source</A> and resource file (in
+binary and <A HREF="example2/InterslipControl-2.rsrc.hqx">BinHex</A>
+form for downloading) are available in the folder <A
+HREF="example2">example2</A>. If you want to run the program on your
+machine you will also need a new copy of <A
+HREF="update-to-1.3/FrameWork.py">FrameWork.py</A>, which has been
+updated since the 1.3 release. <p>
+
+Again, we start with ResEdit to create our dialogs. Not only do we
+want a main dialog this time but also an "About" dialog, and we
+provide the <A NAME="bundle">BNDL resource</A> and related stuff that
+an application cannot be without. (Actually, a python applet can be
+without, <A HREF="#no-bundle">see below</A>). "Inside Mac" or various
+books on macintosh programming will help here. Also, you can refer to
+the resource files provided in the Python source distribution for some
+of the python-specific points of BNDL programming: the
+"appletbundle.rsrc" file is what is used for creating applets if you
+don't provide your own resource file. <p>
+
+Let's have a look at InterslipControl-2.rsrc, our resource file. First
+off, there's the standard BNDL combo. I've picked 'PYTi' as signature
+for the application. I tend to pick PYT plus one lower-case letter for
+my signatures. The finder gets confused if you have two applications
+with the same signature. This may be due to some incorrectness on the
+side of "mkapplet", I am not sure. There is one case when you
+definitely need a unique signature: when you create an applet that has
+its own data files and you want the user to be able to start your
+applet by double-clicking one of the datafiles. <p>
+
+There's little to tell about the BNDL stuff: I basically copied the
+generic Python applet icons and pasted in the symbol for
+InterSLIP. The two dialogs are equally unexciting: dialog 512 is our
+main window which has four static text fields (two of which we will be
+modifying during runtime, to show the status of the connection) and
+two buttons "connect" and "disconnect". The "quit" and "update status"
+buttons have disappeared, because they are handled by a menu choice
+and automatically, respectively. <p>
+
+<H2>A modeless dialog application using FrameWork</H2>
+
+On to the source code in <A
+HREF="example2/InterslipControl-2.py">InterslipControl-2.py</A>. The
+start is similar to our previous example program <A
+HREF="example1/InterslipControl-1.py">InterSlipControl-1.py</A>, with
+one extra module being imported. To make life more simple we will use
+the <CODE>FrameWork</CODE> module, a nifty piece of code that handles
+all the gory mac details of event loop programming, menubar
+installation and all the other code that is the same for every mac
+program in the world. Like most standard modules, FrameWork will run
+some sample test code when you invoke it as a main program, so try it
+now. It will create a menu bar with an Apple menu with the about box
+and a "File" menu with some pythonesque choices (which do nothing
+interesting, by the way) and a "Quit" command that works. <p>
+
+<CITE>
+A more complete description of <A NAME="framework">FrameWork</A> is
+sorely needed, and will (at some point) be incorporated in the
+programmers manual or in place of this paragraph. For now you'll have
+to make do with the knowledge that you use FrameWork by building your
+classes upon the classes provided by it and selectively overriding
+methods to extend its functionality (or override the default
+behaviour). And you should read the Source, of Course:-) <p>
+</CITE>
+
+After the imports we get the definitions of resource-IDs in our
+resource file, slightly changed from the previous version of our
+program, and the state to string mapping. The main program is also
+similar to our previous version, with one important exception: we
+first check to see whether our resource is available before opening
+the resource file. Why is this? Because later, when we will have
+converted the script to an applet, our resources will be available in
+the applet file and we don't need the separate resource file
+anymore. <p>
+
+Next comes the definition of our main class,
+<CODE>InterslipControl</CODE>, which inherits
+<CODE>FrameWork.Application</CODE>. The Application class handles the
+menu bar and the main event loop and event dispatching. In the
+<CODE>__init__</CODE> routine we first let the base class initialize
+itself, then we create our modeless dialog and finally we jump into
+the main loop. The main loop continues until <CODE>self</CODE> is
+raised, which we will do when the user selects "quit". When we create
+the instance of <CODE>MyDialog</CODE> (which inherits
+<CODE>DialogWindow</CODE>, which inherits <CODE>Window</CODE>) we pass
+a reference to the application object, this reference is used to tell
+Application about our new window. This enables the event loop to keep
+track of all windows and dispatch things like update events and mouse
+clicks. <p>
+
+The <CODE>makeusermenus()</CODE> method (which is called sometime
+during the Application <CODE>__init__</CODE> routine) creates a File
+menu with a Quit command (shortcut command-Q), which will callback to
+our quit() method. <CODE>Quit()</CODE>, in turn, raises 'self' which
+causes the mainloop to terminate. <p>
+
+Application provides a standard about box, but we override this by
+providing our own <CODE>do_about()</CODE> method which shows an about
+box from a resource as a modal dialog. This piece of code should look
+familiar to you from the previous example program. That do_about is
+called when the user selects About from the Apple menu is, again,
+taken care of by the __init__ routine of Application. <p>
+
+Our main object finally overrides <CODE>idle()</CODE>, the method
+called when no event is available. It passes the call on to our dialog
+object to give it a chance to update the status fields, if needed. <p>
+
+The <CODE>MyDialog</CODE> class is the container for our main
+window. Initialization is again done by first calling the base class
+<CODE>__init__</CODE> function and finally setting two local variables
+that are used by <CODE>updatestatus()</CODE> later. <p>
+
+<CODE>Do_itemhit()</CODE> is called when an item is selected in this
+dialog by the user. We are passed the item number (and the original
+event structure, which we normally ignore). The code is similar to the
+main loop of our previous example program: a switch depending on the
+item selected. <CODE>Connect()</CODE> and <CODE>disconnect()</CODE>
+are again quite similar to our previous example. <p>
+
+<CODE>Updatestatus()</CODE> is different, however. It is now
+potentially called many times per second instead of only when the
+user presses a button we don't want to update the display every time
+since that would cause some quite horrible flashing. Luckily,
+<CODE>interslip.status()</CODE> not only provides us with a state and
+a message but also with a message sequence number. If neither state
+nor message sequence number has changed since the last call there is
+no need to update the display, so we just return. For the rest,
+nothing has changed. <p>
+
+<H2><IMG SRC="html.icons/mkapplet.gif"><A NAME="applets">Creating applets</A></H2>
+
+Now, if you have a PowerPC Macintosh, let us try to turn the python
+script into an applet, a standalone application. Actually,
+"standalone" is probably not the correct term here, since an applet
+does still depend on a lot of the python environment: the PythonCore
+shared library, the Python Preferences file, the python Lib folder and
+any other modules that the main module depends on. It is possible to
+get rid of all these dependencies except for the dependency on
+PythonCore, but at the moment that is still quite difficult so we will
+ignore that possibility for now. By standalone we mean here that the
+script has the look-and-feel of an application, including the ability
+to have its own document types, be droppable, etc. <p>
+
+The easiest way to create an applet is to take your source file and
+drop it onto "mkapplet" (normally located in the Python home
+folder). This will create an applet with the same name as your python
+source with the ".py" stripped. Also, if a resource file with the same
+name as your source but with ".rsrc" extension is available the
+resources from that file will be copied to your applet too. If there
+is no resource file for your script a set of default resources will be
+used, and the applet will have the default creator 'PYTa'. The latter
+also happens if you do have a resource file but without the BNDL
+combo. <A NAME="no-bundle">Actually</A>, for our example that would
+have been the most logical solution, since our applet does not have
+its own data files. It would have saved us hunting for an unused
+creator code. The only reason for using the BNDL in this case is
+having the custom icon, but that could have been done by pasting an
+icon on the finder Info window, or by providing an custon icon in your
+resource file and setting the "custom icon" finder bit. <p>
+
+If you need slightly more control over the mkapplet process you can
+double-click mkapplet, and you will get dialogs for source and
+destination of the applet. The rest of the process, including locating
+the resource file, remains the same. <p>
+
+Note that though our example application completely bypasses the
+normal python user interface this is by no means necessary. Any python
+script can be turned into an applet, and all the usual features of the
+interpreter still work. <p>
+
+That's all for this example, you may now return to the <A HREF="index.html">
+table of contents</A> to pick another topic. <p>
diff --git a/Mac/Demo/index.html b/Mac/Demo/index.html
new file mode 100644
index 0000000..9ef4ebd
--- /dev/null
+++ b/Mac/Demo/index.html
@@ -0,0 +1,94 @@
+<HTML><HEAD><TITLE>Macintosh Python crash course</TITLE></HEAD>
+<BODY>
+<H1><IMG SRC="html.icons/python.gif">Macintosh Python crash course</H1>
+<HR>
+
+This set of documents provides an introduction to various aspects of
+Python programming on the Mac. It is assumed that the reader is
+already familiar with Python and, to some extent, with MacOS Toolbox
+programming. Other readers may find something interesting here too,
+your mileage may vary. <p>
+
+Another set of Macintosh-savvy examples, more aimed at beginners, is
+maintained by Joseph Strout, at <A
+HREF="http://www-acs.ucsd.edu/~jstrout/python/">
+http://www-acs.ucsd.edu/~jstrout/python/</A>.
+<P>
+
+The document was actually written while I was working on a "real"
+project: creating a single-button application that will allow my
+girlfriend to read her mail (which actually pass thry <EM>my</EM>
+mailbox, so I get to read it too, but don't tell her:-) without her
+having to worry about internet connections, unix commands, etc. The
+application, when finished, will connect to the net using InterSLIP,
+start a (pseudo-)POP server on unix using rsh and use AppleScript to
+tell Eudora to connect to that server and retrieve messages. <p>
+
+<CITE>
+If you want to try the examples here you will have to download some
+fixes to the 1.3 distribution to your Macintosh. You need an updated
+version of <A HREF="update-to-1.3/FrameWork.py">FrameWork.py</A> (to
+go in <CODE>Lib:mac</CODE> and updated <A
+HREF="update-to-1.3/into-PlugIns.hqx">project templates</A> to go into
+the <CODE>PlugIns</CODE> folder for PPC users.
+Users of 1.3.1 or later distributions don't need these fixes.<P>
+</CITE>
+
+If you are reading this document on the web and would prefer to read
+it offline you can transfer the whole stuff (as a BinHexed StuffIt
+archive) from <A HREF="complete.hqx"> here</A>. This archive includes
+the fixes mentioned in the previous paragraph. <p>
+
+<H2>Table of contents</H2>
+
+<UL>
+<LI>
+<A HREF="example1.html">Using python to create Macintosh applications,
+part one</A> explains how to create a simple modal-dialog application
+in Python. It also takes a glance at using the toolbox modules Res and
+Dlg, and EasyDialogs for simple question-dialogs.
+
+<LI>
+<A HREF="example2.html">Using python to create Macintosh applications,
+part two</A> turns the previous example program into a more complete
+mac application, using a modeless dialog, menus, etc. It also explains
+how to create applets, standalone applications written in Python.
+
+<LI>
+In the Python distribution two more examples are included without
+explanation. <I>PICTbrowse</I> is an application that locates PICT
+resources and displays them, it demonstrates some quickdraw and the
+resource and list namagers. <I>Imgbrowse</I> displays image files in
+many different formats (gif, tiff, pbm, etc). It shows how to use the
+img modules on the mac.
+
+<LI>
+<A HREF="plugins.html">Creating a C extension module on the Macintosh</A>
+is meant for the hardcore programmer, and shows how to create an
+extension module in C. It also handles using Modulator to create the
+boilerplate for your module, and creating dynamically-loadable modules
+on PowerPC Macs.
+
+<LI>
+<A HREF="applescript.html">Using Open Scripting Architecture from Python</A> explains
+how to create a Python module interfacing to a scriptable application,
+and how to use that module in your python program.
+</UL>
+
+At some point in the (possibly distant) future, I will add chapters on
+how to use bgen to create modules completely automatic and how to make
+your Python program scriptable, but that will have to wait. <p>
+
+<HR>
+
+Please let me know if you miss critical information in this
+document. I am quite sure that I will never find the time to turn it
+into a complete MacPython programmers guide (which would probably be a
+400-page book instead of 5 lousy html-files), but it should contain
+at least the information that is neither in the standard Python
+documentation nor in Inside Mac or other Mac programmers
+documentation. <p>
+
+<HR>
+<A HREF="http://www.cwi.nl/~jack">Jack Jansen</A>,
+<A HREF="mailto:jack@cwi.nl">jack@cwi.nl</A>, 6-Mar-1996.
diff --git a/Mac/Demo/plugins.html b/Mac/Demo/plugins.html
new file mode 100644
index 0000000..465603c
--- /dev/null
+++ b/Mac/Demo/plugins.html
@@ -0,0 +1,363 @@
+<HTML><HEAD><TITLE>Creating a C extension module on the Macintosh</TITLE></HEAD>
+<BODY>
+<H1>Creating a C extension module on the Macintosh</H1>
+<HR>
+
+This document gives a step-by-step example of how to create a new C
+extension module on the mac. For this example, we will create a module
+to interface to the programmers' API of InterSLIP, a package that
+allows you to use MacTCP (and, hence, all internet services) over a
+modem connection. <p>
+
+<H2>Prerequisites</H2>
+
+There are a few things you need to pull this off. First and foremost,
+you need a C development environment. Actually, you need a specific
+development environment, CodeWarrior by <A
+HREF="http://www.metrowerks.com/">MetroWerks</A>. You will probably
+need the latest version. You may be able to get by with an older
+version of CodeWarrior or with another development environment (Up to
+about 1994 python was developed with THINK C, and in the dim past it
+was compiled with MPW C) assuming you have managed to get Python to
+compile under your development environment, but the step-by-step
+character of this document will be lost. <p>
+
+Next, you need a <A HREF="http://www.python.org/python/Sources.html">python
+source distribution</A>. There is a <A
+HREF="update-to-1.3/into-PlugIns.hqx"> fixed project template</A> that
+you also need if you are going to make a dynamically loaded
+module. For PowerPC development you can actually get by without a full
+source distribution, using the PPC Development distribution (if I have
+gotten around to putting it together by the time you read
+this). You'll also need a functional python interpreter, and the
+Modulator program (which lives in <CODE>Tools:Modulator</CODE> in the
+standard source distribution). You may also find that Guido's <A
+HREF="http://www.python.org/doc/ext/ext.html">Extending and embedding
+the Python interpreter</A> is a very handy piece of documentation. I
+will skip lots of details that are handled there, like complete
+descriptions of <CODE>Py_ParseTuple</CODE> and such utility routines,
+or the general structure of extension modules. <p>
+
+<H2>InterSLIP and the C API to it</H2>
+
+InterSLIP, the utility to which we are going to create a python
+interface, is a system extension that does all the work of connecting
+to the internet over a modem connection. InterSLIP is provided
+free-of-charge by <A
+HREF="http://www.intercon.com/">InterCon</A>. First it connects to
+your modem, then it goes through the whole process of dialling,
+logging in and possibly starting the SLIP software on the remote
+computer and finally it starts with the real work: packing up IP
+packets handed to it by MacTCP and sending them to the remote side
+(and, of course, the reverse action of receiving incoming packets,
+unpacking them and handing them to MacTCP). InterSLIP is a device
+driver, and you control it using a application supplied with it,
+InterSLIP Setup. The API that InterSLIP Setup uses to talk to the
+device driver is published in the documentation and, hence, also
+useable by other applications. <p>
+
+I happened to have a C interface to the API, which is all ugly
+low-level device-driver calls by itself. The C interface is in <A
+HREF="interslip/InterslipLib.c">InterslipLib.c</A> and <A
+HREF="interslip/InterslipLib.h">InterslipLib.h</A>, we'll
+concentrate here on how to build the Python wrapper module around
+it. Note that this is the "normal" situation when you are writing a
+Python extension module: you have some sort of functionality available
+to C programmers and want to make a Python interface to it. <p>
+
+<H2>Using Modulator</H2>
+
+The method we describe in this document, using Modulator, is the best
+method for small interfaces. For large interfaces there is another
+tool, Bgen, which actually generates the complete module without you
+lifting a single finger. Bgen, however, has the disadvantage of having
+a very steep learning curve, so an example using it will have to wait
+until another document, when I have more time. <p>
+
+First, let us look at the <A
+HREF="interslip/InterslipLib.h">InterslipLib.h</A> header file,
+and see that the whole interface consists of six routines:
+<CODE>is_open</CODE>, <CODE>is_connect</CODE>,
+<CODE>is_disconnect</CODE>, <CODE>is_status</CODE>,
+<CODE>is_getconfig</CODE> and <CODE>is_setconfig</CODE>. Our first
+step will be to create a skeleton file <A
+HREF="interslip/@interslipmodule.c">@interslipmodule.c</A>, a
+dummy module that will contain all the glue code that python expects
+of an extension module. Creating this glue code is a breeze with
+modulator, a tool that we only have to tell that we want to create a
+module with methods of the six names above and that will create the
+complete skeleton C code for us. <p>
+
+Why call this dummy module <CODE>@interslipmodule.c</CODE> and not
+<CODE>interslipmodule.c</CODE>? Self-preservation: if ever you happen
+to repeat the whole process after you have actually turned the
+skeleton module into a real module you would overwrite your
+hand-written code. By calling the dummy module a different name you
+have to make <EM>two</EM> mistakes in a row before you do this. <p>
+
+On systems with the Tk windowing API for Python (currently only
+unix/X11 systems, but mac support may be available when you read this)
+this is extremely simple. It is actually so simple that it pays to
+create the skeleton module under unix and ship the code to your
+mac. You start modulator and are provided with a form in which you
+fill out the details of the module you are creating. <p>
+
+<IMG SRC="html.icons/modulator.gif" ALIGN=CENTER><p>
+
+You'll need to supply a module name (<CODE>interslip</CODE>, in our
+case), a module abbreviation (<CODE>pyis</CODE>, which is used as a
+prefix to all the routines and data structures modulator will create
+for you) and you enter the names of all the methods your module will
+export (the list above, with <CODE>is_</CODE> stripped off). Note that
+we use <CODE>pyis</CODE> as the prefix instead of the more logical
+<CODE>is</CODE>, since the latter would cause our routine names to
+collide with those in the API we are interfacing to! The method names
+are the names as seen by the python program, and the C routine names
+will have the prefix and an underscore prepended. Modulator can do
+much more, like generating code for objects and such, but that is a
+topic for a later example. <p>
+
+Once you have told modulator all about the module you want to create
+you press "check", which checks that you haven't omitted any
+information and "Generate code". This will prompt you for a C output
+file and generate your module for you. <p>
+
+<H2>Using Modulator without Tk</H2>
+
+
+Modulator actually uses a two-stage process to create your code: first
+the information you provided is turned into a number of python
+statements and then these statements are executed to generate your
+code. This is done so that you can even use modulator if you don't
+have Tk support in Python: you'll just have to write the modulator
+python statements by hand (about 10 lines, in our example) and
+modulator will generate the C code (about 150 lines, in our
+example). Here is the Python code you'll want to execute to generate
+our skeleton module: <p>
+
+<CODE><PRE>
+ import addpack
+ addpack.addpack('Tools')
+ addpack.addpack('modulator')
+ import genmodule
+
+ m = genmodule.module()
+ m.name = 'interslip'
+ m.abbrev = 'pyis'
+ m.methodlist = ['open', 'connect', 'disconnect', 'status', \
+ 'getconfig', 'setconfig']
+ m.objects = []
+
+ fp = open('@interslipmodule.c', 'w')
+ genmodule.write(fp, m)
+</PRE></CODE>
+
+Drop this program on the python interpreter and out will come your
+skeleton module. <p>
+
+Now, rename the file to interslipmodule.c and you're all set to start
+developing. The module is complete in the sense that it should
+compile, and that if you import it in a python program you will see
+all the methods. It is, of course, not yet complete in a functional
+way... <p>
+
+<H2>Adding a module to 68K Python</H2>
+
+What you do now depends on whether you're developing for PowerPC (or
+for CFM68K) or for "traditional" mac. For a traditional 68K Python,
+you will have to add your new module to the project file of the Python
+interpreter, and you have to edit "config.c" to add the module to the
+set of builtin modules. In config.c you will add the module at two
+places: near the start of the file there is a list of external
+declarations for all init() routines. Add a line of the form
+<CODE><PRE>
+ extern void initinterslip();
+</PRE></CODE>
+here. Further down the file there is an array that is initialized with
+modulename/initfunction pairs. Add a line of the form
+<CODE><PRE>
+ {"interslip", initinterslip},
+</PRE></CODE>
+here. You may want to bracket these two lines with
+<CODE><PRE>
+ #ifdef USE_INTERSLIP
+ #endif
+</PRE></CODE>
+lines, that way you can easily control whether the module is
+incorporated into python at compile time. If you decide to do the
+latter edit your config file (you can find the name in the "C/C++
+language" section of the MW preferences dialog, it will probably be
+"mwerks_nonshared_config.h") and add a
+<CODE><PRE>
+ #define USE_INTERSLIP
+</PRE></CODE>
+
+Make the new interpreter and check that you can import the module, see
+the methods (with "dir(interslip)") and call them. <p>
+
+<H2>Creating a PowerPC plugin module</H2>
+
+For PowerPC development you could follow the same path, but it is
+actually a better idea to use a dynamically loadable module. The
+advantage of dynamically loadable modules is that they are not loaded
+until a python program actually uses them (resulting in less memory
+usage by the interpreter) and that development is a lot simpler (since
+your projects will all be smaller). Moreover, you can distribute a
+plugin module by itself without haveing to distribute a complete
+python interpreter. <p>
+
+Go to the "PlugIns" folder and copy the files xxmodule.µ,
+xxmodule_config.h and xxmodule.µ.exp to interslipmodule.µ,
+interslipmodule_config.h and interslipmodule.µ.exp, respectively. Edit
+interslipmodule.µ.exp and change the name of the exported routine
+"initxx" to "initinterslip". Open interslipmodule.µ with CodeWarrior,
+remove the file xxmodule.c and add interslipmodule.c and make a number
+of adjustments to the preferences:
+<UL>
+<LI> in C/C++ language, set the header file to interslipmodule_config.h
+<LI> in PPC linker, set the entry point to "initinterslip"
+<LI> in PPC PEF, set the fragment name to "interslipmodule"
+<LI> in PPC Project, set the output file name to "interslipmodule.slb".
+</UL>
+Next, compile and link your module, fire up python and do the same
+tests as for 68K python. <p>
+
+<H2>Getting the module to do real work</H2>
+
+So far, so good. In half an hour or so we have created a complete new
+extension module for Python. The downside, however, is that the module
+does not do anything useful. So, in the next half hour we will turn
+our beautiful skeleton module into something that is at least as
+beautiful but also gets some serious work done. For this once,
+<EM>I</EM> have spent that half hour for you, and you can see the
+results in <A
+HREF="interslip/interslipmodule.c">interslipmodule.c</A>. <p>
+
+We add
+<CODE><PRE>
+ #include "InterslipLib.h"
+ #include "macglue.h"
+</PRE></CODE>
+to the top of the file, and work our way through each of the methods
+to add the functionality needed. Starting with open, we fill in the
+template docstring, the value accessible from Python by looking at
+<CODE>interslip.open.__doc__</CODE>. There are not many tools using
+this information at the moment, but as soon as class browsers for
+python become available having this minimal documentation available is
+a good idea. We put "Load the interslip driver" as the comment
+here. <p>
+
+Next, we tackle the body of <CODE>pyis_open()</CODE>. Since it has no
+arguments and no return value we don't need to mess with that, we just
+have to add a call to <CODE>is_open()</CODE> and check the return for
+an error code, in which case we raise an error:
+<CODE><PRE>
+ err = is_open();
+ if ( err ) {
+ PyErr_Mac(ErrorObject, err);
+ return NULL;
+ }
+</PRE></CODE>
+The routine <CODE><A NAME="PyErr_Mac">PyErr_Mac()</A></CODE> is a
+useful routine that raises the exception passed as its first
+argument. The data passed with the exception is based on the standard
+MacOS error code given, and PyErr_Mac() attempts to locate a textual
+description of the error code (which sure beats the "error -14021"
+messages that so many macintosh applications tell their poor
+users). <p>
+
+We will skip pyis_connect and pyis_disconnect here, which are pretty
+much identical to pyis_open: no arguments, no return value, just a
+call and an error check. With pyis_status() things get interesting
+again: this call still takes 3 arguments, and all happen to be values
+returned (a numeric connection status indicator, a message sequence
+number and a pointer to the message itself, in MacOS pascal-style
+string form). We declare variables to receive the returned values, do
+the call, check the error and format the return value. <p>
+
+Building the return value is done using <CODE><A
+NAME="Py_BuildValue">Py_BuildValue</A></CODE>:
+<CODE><PRE>
+ return Py_BuildValue("iiO&", (int)status, (int)seqnum, PyMac_BuildStr255, message);
+</PRE></CODE>
+Py_BuildValue() is a very handy routine that builds tuples according
+to a format string, somewhat similar to the way <CODE>printf()</CODE>
+works. The format string specifies the arguments expected after the
+string, and turns them from C objects into python objects. The
+resulting objects are put in a python tuple object and returned. The
+"i" format specifier signifies an "int" (hence the cast: status and
+seqnum are declared as "long", which is what the is_status() routine
+wants, and even though we use a 4-byte project there is really no
+reason not to put the cast here). Py_BuildValue and its counterpart
+Py_ParseTuple have format codes for all the common C types like ints,
+shorts, C-strings, floats, etc. Also, there is a nifty escape
+mechanism to format values about which is does not know. This is
+invoked by the "O&" format: it expects two arguments, a routine
+pointer and an int-sized data object. The routine is called with the
+object as a parameter and it should return a python objects
+representing the data. <CODE>Macglue.h</CODE> declares a number of
+such formatting routines for common MacOS objects like Str255, FSSpec,
+OSType, Rect, etc. See the comments in the include file for
+details. <p>
+
+<CODE>Pyis_getconfig()</CODE> is again similar to pyis_getstatus, only
+two minor points are worth noting here. First, the C API return the
+input and output baudrate squashed together into a single 4-byte
+long. We separate them out before returning the result to
+python. Second, whereas the status call returned us a pointer to a
+<CODE>Str255</CODE> it kept we are responsible for allocating the
+<CODE>Str255</CODE> for getconfig. This is something that would have
+been easy to get wrong had we not used prototypes everywhere. Morale:
+always try to include the header files for interfaces to libraries and
+other stuff, so that the compiler can catch any mistakes you make. <p>
+
+<CODE>Pyis_setconfig()</CODE> finally shows off
+<CODE>Py_ParseTuple</CODE>, the companion function to
+<CODE>Py_BuildValue</CODE>. You pass it the argument tuple "args"
+that your method gets as its second argument, a format string and
+pointers to where you want the arguments stored. Again, standard C
+types such as strings and integers Py_ParseTuple knows all about and
+through the "O&" format you can extend the functionality. For each
+"O&" you pass a function pointer and a pointer to a data area. The
+function will be called with a PyObject pointer and your data pointer
+and it should convert the python object to the correct C type. It
+should return 1 on success and 0 on failure. Again, a number of
+converters for standard MacOS types are provided, and declared in
+<CODE>macglue.h</CODE>. <p>
+
+Next in our source file comes the method table for our module, which
+has been generated by modulator (and it did a good job too!), but
+which is worth looking at for a moment. Entries are of the form
+<CODE><PRE>
+ {"open", pyis_open, 1, pyis_open__doc__},
+</PRE></CODE>
+where the entries are python method name, C routine pointer, flags and
+docstring pointer. The value to note is the 1 for the flags: this
+signifies that you want to use "new-style" Py_ParseTuple behaviour. If
+you are writing a new module always use this, but if you are modifying
+old code which calls something like <CODE>getargs(args, "(ii)",
+...)</CODE> you will have to put zero here. See "extending and
+embedding" or possibly the getargs.c source file for details if you
+need them. <p>
+
+Finally, we add some code to the init module, to put some symbolic
+constants (codes that can by returned by the status method) in the
+module dictionary, so the python program can use "interslip.RUN"
+instead of the cryptic "4" when it wants to check that the interslip
+driver is in RUN state. Modulator has already generated code to get at
+the module dictionary using PyModule_GetDict() to store the exception
+object, so we simply call
+<CODE><PRE>
+ PyDict_SetItemString(d, "IDLE", PyInt_FromLong(IS_IDLE));
+</PRE></CODE>
+for each of our items. Since the last bit of code in our init routine
+checks for previous errors with <CODE>PyErr_Occurred()</CODE> and
+since <CODE>PyDict_SetItemString()</CODE> gracefully handles the case
+of <CODE>NULL</CODE> parameters (if <CODE>PyInt_FromLong()</CODE>
+failed, for instance) we don't have to do error checking here. In some
+other cases you may have to do error checking yourself. <p>
+
+This concludes our crash-course on writing Python extensions in C on
+the Macintosh. If you are not done reading yet I suggest you look
+back at the <A HREF="index.html">MacPython Crashcourse index</A> to
+find another topic to study. <p>