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Digital Humanities & Technology 210

Properties of Objects in LiveCode


By the end of this lesson you should:

  1. Know what is meant by the term property of an object;
  2. Know at least two different ways of showing the property inspector for a LiveCode object;
  3. Know which properties are common to all objects;
  4. Understand that different object types have object-specific properties;
  5. Know what inheritance means and how it effects properties like color and text.

Variety Among the Building Blocks

Just like Lego blocks can have different characteristics, so can LiveCode objects

Just as Lego blocks can have different
characteristics, so can LiveCode objects

As mentioned in the previous lecture, objects are the basic building blocks in the LiveCode authoring environment. There are several different types of objects: stacks, cards, buttons, fields, graphics, etc. Apart from being fundamentally dissimilar, they also have characteristic variances within object types. Just like Lego blocks, these objects all come in different shapes, sizes, and colors. In LiveCode, these characteristics are called properties.

All objects in LiveCode have properties or distinct characteristics that determine how they appear and behave. As with Legos the objects can be very generic or very specialized, all depending upon what the specific properties of the object are.

The Property Inspector

You can access an object’s properties easily by double-clicking on the desired object with the pointer tool while in edit mode, or by selecting the appropriate inspector under the Object menu. This will cause the properties of the particular object to be displayed in the Property Inspector palette.

Once the Property Inspector is visible, each time a different object is selected with the pointer tool (or with the selector option in the top right of the inspector palette), the inspector changes to display the properties for that object. Let’s look first at properties common to all objects, and then move into important properties that are unique to various objects.


Property inspector for a button object.
This is the Basic Properties tab.

The Basic Properties Tab

You should be aware that most objects share several common, basic properties. Several of these common properties are found in the Basic Properties pane of the property inspector. Some of the other common properties are found in other sections of the property inspector.

For objects that have borders, fields and buttons, for example, the following properties apply:


The tab bar at the top of the property inspector
lets you switch between the various sections
of property sets. You can also choose how you
want the tabs displayed.

Property Inspector Sections

The properties for each object have been organized into different sections. The tabs at the top of the inspector allow you to switch between various property sets. By default the Basic Properties is selected the first time the inspector is opened (as displayed above). The different sections available vary according to the type of object selected.

The settings (gear) icon in the inspector header allows you to display the tabs as icons or labels, according to your preference. Notice that the same settings icon also allows you to change the size of the header.


Virtually all LiveCode objects have these
size and position properties.

Size & Position Properties

In the Size & Position tab of the property inspector we find the following common properties, which pertain to almost all LiveCode objects:


You can set the transparency level of
LiveCode objects in the Colors tab
of the property inspector.

Colors and Blending

For most LiveCode objects you can set colors of the border, the interior fill and other aspects of the objects. We will discuss color settings in greater depth later in this lesson.

In addition all LiveCode objects can have a blend or transparency level. The controls for setting the blend level are at the bottom of the Colors tab.

There are a few other common properties, which will be addressed in Inheritance section below.

Properties for Particular Objects

If you watch the Property Inspector window as you select different objects, you will see that the properties displayed change according to the type of object selected, sometimes quite drastically. For now we will cover only certain commonly used properties. Some properties are more or less self-explanatory and will not be covered in depth here. The best way to learn about properties is by exploring property inspectors for objects on your own in LiveCode. That said, let’s look at a few properties that are unique to the various object types, and which are important to know about.


A few stack properties you should be aware of:


A couple of important card properties that you should know about:


Groups are a unique object type and will be covered in a later lesson. There are two properties of groups that are fundamentally important to how a group behaves. We’ll mention them here but discuss them in detail later.


Since buttons are one of the most commonly-used control objects, there are a few properties with which we need to be familiar:


Fields are another control object we will use quite frequently.


Field-specific properties in various sections
of a field property inspector.


The available properties change depending upon the type of graphic object. All of them have to do with physical attributes of the graphic and allow you to change those properties manually here.


There is an object hierarchy in LiveCode through which properties settings are passed or “inherited,” much like physical characteristics and personality traits within a biological family. Properties for a particular object are “inherited” from another object higher in the hierarchy. It may be viewed in terms of ownership: Stacks contain and therefore own cards and groups, which in turn contain and own control objects such as buttons, fields, images, etc. In biological terms, stacks are grandparents, cards and groups are parents, and buttons and fields are the children. Properties are passed or inherited through that hierarchy. Consequently, if a stack has a particular property value, then all objects owned by that stack inherit the same property value. Changing that particular characteristic subsequently changes the property for all objects below that object in the hierarchy (here the biological metaphor breaks down). Property values are passed only down the hierarchy. They never move up, nor do they affect objects that exist together on the same card.

There are a few inherited properties whose effects are obviously noticeable:


The Colors (and Patterns) tab for a field object.

Color and Pattern

When these properties are not set for an object they are determined by inheritance from parent objects. There are many colors that may be chosen for any given object, and there are several different aspects of the object you can select colors for. The most common properties you might want to change for an object are the foreground (text, border) and the background (interior fill). For most objects the foreground color determines the color of the text being displayed by the object, or the color of the stroke or border of the object. The fill color, of course, indicates the interior color of the object itself. There are variations between objects and within object types, which you will readily see as you experiment with color settings. Once a color has been set for an object, you can clear the color value by right-clicking on the color property box and choosing Reset to default. When you clear a color property the object will again inherit that property setting through the object hierarchy.

In this tab you can also choose patterns to fill the background or other color areas of the object. The pattern selection boxes are in the righthand column, while the boxes in the lefthand column are for selecting colors. Note that you can only have a color or a pattern selected for any given fill property. For instance, selecting a background color for an object will supercede any pattern fill for that object’s background.


The Text Formatting property pane for a field object.


The properties in the Text tab determine how the text for the object is displayed (i.e. font, size, alignment within the object, etc. You can also change the margins surrounding the text in an object. As mentioned before, when these properties are set for stack, card, and group objects, these settings inherited by all child objects in their hierarchies, assuming those properties have not been set for the child objects.

As hinted at previously, there are so many other properties that we cannot adequately cover them here without causing you drastic overload. Please take the time to experiment with the various objects and determine how these and other properties alter the appearance and function of the various objects.

Object/Property Exercise, Part 2

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This page last updated on July 11, 2022 17:17:54.