HyperTalk
HyperTalk is a high-level programming language created in 1987 by Dan Winkler and used in conjunction with Apple Computer's HyperCard hypermedia program by Bill Atkinson. The main target audience of HyperTalk was beginning programmers, hence HyperTalk programmers were usually called authors, and the process of writing programs was called "scripting". HyperTalk scripts are fairly similar to written English, and use a logic structure similar to the Pascal programming language.The case-insensitive language was at first interpreted, but since HyperCard 2.x 'virtually compiled'. It supports the basic control structures of procedural languages: repeat for/while/until, if/then/else, as well as function and message "handler" calls (a handler is a subroutine, a message handler is a procedure). Data types are transparent to the user, conversion happens transparently in the background between strings and numbers. There are no classeses or data structures in the traditional sense; their place was taken by special stringss, or rather "lists" of "items" delimited by a certain character (in later versions the "itemDelimiter" property allowed choosing an arbitrary character).
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2 Extending HyperTalk 3 Descendants of HyperTalk 4 Some sample scripts |
However, HyperTalk was by no means a strictly procedural language. Scripts were associated with objects in HyperCard files (so-called "stacks"), and HyperTalk allowed manipulating these objects in various ways, changing their properties using the "set" command, for example. Objects were addressed using a syntax close to natural language, where objects were specified relative to the current card, or the
HyperTalk also provided full-blown script control over the built-in drawing tools, simply by scripting the needed changes in paint tools and simulating mouse movements using the
HyperTalk also used messages (i.e. events) sent to objects to handle user interaction. E.g. the
Although the HyperTalk language languished just like HyperCard itself, it received a second lease on life through its plugin protocol, so-called External Commands (XCMDs) and External Functions (XFCNs), which were native code containers attached to stacks (as Macintosh-specific resources) with a single entry point and return value. XCMDs and XFCNs could be called just like regular message and function handlers from HyperTalk scripts, and were also able to send messages back to the HyperCard application. Some enterprising XCMD authors added advanced features like full color support (ColorizeHC, HyperTint, AddColor), multiple special-purpose windows (Prompt, Tabloid, Textoid, Listoid, ShowDialog, MegaWindows), drag and drop support and various hardware interfaces to the language.
These clones and dialects (commonly referred to under the moniker of "xTalk"-languages) added various features to the language that are expected from a modern programming language, like exception handling, user-defined object properties, timers, multi-threading and even user-defined objects.Object-Oriented HyperTalk
of operator was used to specify the absolute position of an object: send "mouseUp" to card button "OK" of card "Veracity". Since buttons could also exist on the background layer, but their content would differ between cards, there were card buttons, background buttons etc. Objects could be addressed by their name, z-ordering number, or by a unique ID number that usually did not change throughout an object's lifetime. To iterate over objects (joinedly referred to as parts in HyperCard 2.2 and later), one simply used their number after querying e.g. the number of card parts.drag from start to endand the click at pos commands.mouseDown message was sent to a button when the user clicked it, and mouseUp was sent when the user released the mouse inside it to trigger its action. Similarly, it had the periodic idle message, mouseEnter, mouseLeave, ... and various other messages related to navigation between different cards in a HyperCard stack, as well as user input (keyDown, functionKey, ...), and system events. As far as the scripters were concerned, there were no main event loops or anything of that kind.Extending HyperTalk
Descendants of HyperTalk
Various languages have taken their cues from HyperTalk. There are straight clones like
As well as second-level clones like
Many method names first popularized by HyperTalk made it into later languages, such as the "onmouseUp" message in JavaScript. Although Asymmetrix Toolbook is often also considered a HyperCard clone, its scripting language (as far as I have been able to determine by looking at Toolbook Instructor) bears hardly any resemblance to HyperTalk.