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Sample Chapter: Beginning Active Server Pages 3.0

Although ASP.Net is now the "in thing", a person with ASP 3.0 skills is still in high demand. Today Joe's going to take a look at a sample chapter from the hugely popular "Beginning Active Server Pages 3.0" title, which is published by Wrox.

Author Info:
By: Joe O'Donnell
Rating: 5 stars5 stars5 stars5 stars5 stars / 41
May 23, 2002
  1. · Sample Chapter: Beginning Active Server Pages 3.0
  2. · Objects, Properties, Methods and Events
  3. · Return Values
  4. · Programming with Objects
  5. · Retrieving a Property
  6. · What is the Active Server Pages Object Model?
  7. · Using the Object Model as a Road Map
  8. · Conclusion

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Sample Chapter: Beginning Active Server Pages 3.0 - Objects, Properties, Methods and Events
(Page 2 of 8 )

In this chapter, we will be looking at objects. Some of you may have heard terms like "object oriented programming", "object models", and similar. In order for us to understand what these terms mean, we first need to look at the word found at the core of each of them: object.

In our study of objects, we will find that an object is a software representation of a real-world item, or object. Software objects feature properties (that describe the object), methods (that allow the object to do things for you), and events (code that is executed automatically when a certain situation an event occurs).

Once we have looked at what an object is, we'll then be able to look at how objects are useful to us in developing ASP applications. Developing web applications requires us to deal with both the client-side and server-side programming, and therefore we'll take a look at how objects can be used on both sides of the wire.

Before we get started, here is what we will cover in this chapter:
  • What is an object?
  • An introduction to properties, methods, and events
  • How can we change the characteristics of an object?
  • How do we know when the object tells us something?
  • What is an object model?
  • How do we use the object model in Active Server Pages?
We'll begin by taking a look at what an object is.

What is an Object?
In the real world, we already know what objects are. They're the things we look at, pick up, and use every day things like our chairs, our telephones, and our computers. All these are solid, tangible entities.

However, if we want to describe a telephone to somebody in abstract terms, we can do this by talking about it in terms of its essential characteristics what properties it has, what it can do, and how we can interact with it. All telephones have these characteristics, and we can use them to establish exactly how one telephone differs from the next.

So, for our telephone's physical properties, we could say that it has a microphone, a speaker, and a dialing pad. We could also say that it lets us do things, such as call someone and talk to them. Our telephone will also tell us when certain events are happening: for example, if a friend is trying to call you, your telephone will ring to let you know. This ringing will prompt you to take some action, like picking up the handset and talking to your friend. As an abstract object, our telephone has:
  • Certain properties that define and describe it
  • A set of things or methods that it lets us do
  • The ability to prompt action when events occur
We can use these three attributes to describe physical objects and abstract concepts. In a few minutes we will describe how these real-world ideas are replicated in software objects, but for now lets go a little deeper into our real-world telephone. By learning about what objects are, we can then look at how to use them in a way known as object-based programming. In the object-based way of programming, the application is broken down into a set of objects. In doing this, you can build the application in a two stage process. Firstly, you create the objects you will need in your application and then you set up the relationships and interactions between objects. Later in this chapter, we will see how the objects of Active Server Pages relate and interact with each other and allow us to build our applications.

Our Telephone in Detail
Here is our telephone. To look at this as an object, let's put down some information about it. We will be classifying the information into three categories:
  • Things that describe the telephone
  • Things that we can do with the phone
  • Things that the telephone tells us and that we can react to
Let's look at each of these aspects in turn:

Describe the telephone

The telephone is gray
The telephone is made of plastic
The handset weighs 6.5 ounces
The telephone has 12 keys
The telephone number is (714) 555-1523
The telephone is connected to the exchange

What can we do with it?


We can place an outgoing call
We can answer an incoming call
We can hang up the current call
We can enter our calling card number
We can disconnect it from the exchange

What can it tell us that we can react to?


Someone is trying to call us
The person we are calling is busy
Another person is calling while we are talking

How It Works
The three categories that we have created in the left-hand column can be applied to any object. In fact, the best way to describe an object is to break down its characteristics into these three categories, and put information about your object into these categories. Any information that you have about a particular object can be included in one of these categories.

If you have another telephone that features all these characteristics, except that its color is blue, then we can describe your telephone by changing that one part of the description above. Moreover, this technique works for any type of object, both real world and software.

Object Terms
So far, we have used verbose English terms to describe our three categories. In the world of objects, we need terms that concisely describe each of these three categories. These terms are properties, methods and events. In addition to these terms, we need to look at the term instance as it relates to objects. In this section, we'll look more carefully at what each of these means in abstract terms.

Instances and Classes
When we are talking about a unique object, we can use the term instance to say that we are talking about a particular telephone object your telephone for example that has a specific set of properties and values. When we want to talk about another telephone, we use a different instance of the telephone object. In this way, both you and I can have instances of the telephone object. For example, my telephone (my instance of a telephone object) is gray and comes with special answer-phone facilities, your telephone (your instance of a telephone object) may be red, blue, green etc. These instances represent completely different physical objects. However, since they are both instances of the same object description or template, they share the same types of characteristics such as methods, properties (although the values can be different), and events. When a specific instance of an object is created from the template for the object, the object is said to have been instantiated. What actually happens is that a copy is made of all of the properties and events from the object description, but the methods (frequently a big chunk of code) remain in the original place and this section of code is used by all of the different instantiations of that one object.

So we've mentioned object descriptions or templates, but it's time to give them their proper name in ASP; classes. We mentioned that each object can have different instances. For instance, my telephone is small and white and has 12 buttons. Your telephone will probably be different to that, but they're both recognizable as telephones and they both provide the same function. They both conform to a set of rules for what a telephone does they connect to the local telephone line, they both have a numeric keypad and somewhere to speak into. A class in ASP is like a set of design rules that an object must conform to. It would be no good if my telephone didn't have a handset, or a numeric keypad, even if it did plug into the telephone socket on the wall. In a class there should be a minimum set of functions that your object must be able to perform.

When talking about those characteristics that describe an object, we are talking about the properties of the object. Each property of the object describes a particular aspect of the object. The property is actually described as a name/value pair. This means that for every named property, there is a single unique value that describes that property for this instance of the object. If we go back to our telephone example, we can create a table that lists each of the property names and the value of each property.

Property Name

Property Value






6.5 ounces




(714) 555-1523



We now have a set of properties that describe this instance. The properties of an object are used to represent a set of values associated with the object. A new instance of the object may have different property values, but it has the same property names.

Even with different property values, these two telephones are instances of the same object template. Since we know that all telephone objects have a 'Color' property, we can determine the color of each of the phones by examining its 'Color' property value. We can use properties in two ways. We can read from them or we can also write to them. So if we wanted, we could have changed the cover of our telephone to a different color, if we required.

Now that we have a way of describing the telephone object, let's take a look at what we can do with it.

Another characteristic of objects is that they can perform functions for us. For example the PlaceCall method would perform several functions for you. It will connect you to the local exchange, the exchange will route your call, and then when it reaches the destination, it will make the destination phone ring. These built-in actions occur whenever you pick up the handset and dial a number. This is a capability that has been built in to the machine.

However not all objects have functions like this. A chair object allows you to sit in it, so you could say that it is functioning to support your body. Objects that perform tasks that are more 'functional' are said to have methods. The tasks that an object can perform are called methods.

A method is defined as an action that an object can take. The code in a method is executed when the method is called. This calling is done by a command you write in the script of your ASP page. Once we have created an instance of an object, we can tell it to perform a certain task calling one of its methods.

Let's illustrate this using the telephone example. Our telephone object can carry out five methods. Each of these methods will cause the telephone object to perform an action. Here is a list of functions that the methods of the telephone object can perform:

Method Name



Place an outgoing call


Answer an incoming call


Hang up the current call


Enter or send our calling card number


Disconnect the phone from the exchange

These methods are used when we want our telephone object to perform a certain function; all we need to do is tell it to execute the corresponding method.

Methods are actually blocks of code that are written by the designer of the object (Microsoft, for example). The reason methods exist is because lots of programmers want to do the same job, so it is worth it for the gurus at Microsoft to write the code to do that job, test it, optimize it, and get it in great shape, then bundle it up in the object. We, as programmers, can then use that code pre-made. Instead of re-inventing the wheel we spend our time on the unique parts of our project.

Parameters of Methods
You may have noticed that some of the methods can be executed directly, while others look like they will need additional information. To contrast these two ideas, consider the following examples:
  • Suppose that our telephone receives an incoming call (in the next section, we'll see how we can tell that this is happening). All we need to do to answer the call is to use the 'Answer' method of our telephone object.
  • Suppose that we want to place a call. Simply calling the PlaceCall method isn't enough in this case: we need to supply more information (for example, the telephone number!) in order to complete the action.
Let's look more closely at the second of these examples. The telephone object has a TelephoneNumber property, and this is used to identify our telephone's own telephone number (i.e. the number that other people use to call us). So, the TelephoneNumber property of our phone isn't going to help us to make outgoing telephone calls.

So, how do we tell the phone which number we want to call? It's possible, I guess, for the telephone object to have another property, called OutgoingTelephoneNumber, that would identify the desired number; but that would be too cumbersome, because every time we wanted to make a call we would have to:
  • Set the OutgoingTelephoneNumber property value to the desired phone number
  • Execute the 'Call' method of the telephone object to place the call
As you know, telephones just don't work that way. It would be much more elegant (and intuitive) to have some way of passing the outgoing phone number to the 'Call' method, so that we can place an outgoing call in a single step. This is done by passing a parameter to the 'Call' method. With this in place, we can place an outgoing call by simply executing the 'Call' method and telling it which number we want to call, like this:
  • Execute the 'Call' method of the telephone object, passing the outgoing telephone number as a parameter. Parameters here are just the same as the arguments(parameters) we passed to functions and subroutines in the last chapter.
If we look again at the methods of the telephone object, we can identify those methods that require parameters, and what the values of those parameters mean to the object:

Method Name



Outgoing telephone number


No Parameters


No Parameters


Calling card number, PIN


No Parameters

You can see that a method can have none, one, or more than one parameter. The SendCardNumber method actually requires two parameters. You are required to pass in both the calling card number and the personal identification number (PIN) in order for the method to execute properly. Information passed as parameters of the method for execution by the method, will only be executed if all parameters have been supplied.
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