[ANNOUNCE] Gtk2::Ex::DBI-1.2 and Gtk2::Ex::Datasheet::DBI-0.8
- From: Dan <dan entropy homelinux org>
- To: gtk-perl-list gnome org, dbi-users perl org, beginners perl org
- Cc:
- Subject: [ANNOUNCE] Gtk2::Ex::DBI-1.2 and Gtk2::Ex::Datasheet::DBI-0.8
- Date: Mon, 15 Aug 2005 11:52:54 +1000
I'm pleased to announce the next round of updates to Axis Not Evil, a
suit of Perl modules that combine to provide an alternative to a
'leading' software vendor's RAD design tool for database access.
Project Page:
http://entropy.homelinux.org/axis_not_evil/
Main changes for this release are that both modules now query the
database to get information on fields such as default values, which are
used when constructing new records. Gtk2::Ex::Datasheet::DBI extends
this by automatically selecting a suitable renderer for each column
where one isn't explicitely defined, meaning that you can leave out the
renderer type in all cases except combos.
Gtk2::Ex::DBI Changelog for this release:
- Set default values from database field definitions when inserting a
new record ( ie onscreen )
- Create a key in our records hash for each field when inserting a new
record ( avoids Perl warnings about uninitialised values )
- Removed set_defaults() - incorporated into assemble_new_record()
- Added more eval{} stuff around DB interaction, with
Gtk2::Ex::Dialog::ErrorMsg warnings when things fail
- Gtk2::Ex::DBI->new() returns FALSE if initial query fails
Gtk2::Ex::Datasheet::DBI Changelog for this release:
- Refresh dynamic combos when a toggle that they depend on is edited
- Automatically choose a renderer type based on the database field type
of each field ( can be overriden )
- Automatically choose a default value for each column based on the
database field definition ( can be overriden )
- Removed more Perl warnings re: uninitialised use of ...
- Choose string / numeric comparison based on database field type for
combo renderers
- Rename 'none' renderer to 'hidden' ( and still support old 'none'
renderers )
- Use text renderer for hidden columns ... so we can point dynamic
combos at them and catch changes
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