Objects
Forms are one example of a KCML object. An object is a self-contained entity which contains all of the information about its activities and state within itself. Objects can contain other objects in an hierarchical fashion. Objects have properties that can be set or inspected in the KCML program and they often have functions called methods associated with them that allow the KCML program to control their behaviour. Objects, in particular objects that interact with the user, can raise events which cause KCML code to be executed in response in a subroutine called an event handler.
KCML5 introduces a new dot notation to reference the properties or call the methods of an object. For instance a.b.c() represents making a method call c() into the object b which itself is part of the object a.