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Hello World project for hexMachina Find more information about hexMachina on

  1. install Haxe minimum support Haxe 3.4
  2. download or clone git project git clone
  3. in folder cd hexMachina-HelloWorld
  4. install hexMachina framework with haxelib, locally in .haxelib folder haxelib newrepo && haxelib install build/build.hxml
  5. Compile JavaScript target with HXML haxe build/build-js.hxml
  6. Open index.html file in the bin folder to see the result of your build: 'Hello World'!

Project structure

Compile and run

The project can compile in Javascript, Flash, PHP and Neko targets.


# compile and run
haxe build/build-neko.hxml && neko bin/helloWorld.n


# compile and run on Mac or Linux
haxe build/build-php.hxml && php bin/helloWorld-php/index.php


# compile and run
haxe build/build-js.hxml && open bin/index.html


# compile and run
haxe build/build-flash.hxml && open bin/helloWorld.swf

What happen ?

At compiletime

var code = BasicStaticXmlCompiler.compile( new ApplicationAssembler(), "configuration/context.xml" );

When we compile the project, the XML file is converted in pure haxe code, and code variable contains the applicationContext describe in XML.


At runtime, when we call code.execute();, everything describe in DSL is executed (build objects, call methods, initialize modules...)


By default, HexMachina support two ways to describe DSL :

  • XML, the one used in HelloWorld example; Xml DSL
  • Flow, mimic haxe language syntax, Flow DSL The DSL describes configure of the application.

In Hello World example, DSL usage is limited to one view instantiation passe in the constructor of HelloWorldModule. configuration/context.xml

DSL support conditional compiler, in this project is used to select which view class should be used by targets, based on Compiler Flag.

<view if="target-js" id="view" type="js.HelloWorldView" />
<view if="target-neko" id="view" type="neko.HelloWorldView"/>
<view if="target-php" id="view" type="php.HelloWorldView"/>
<view if="target-flash" id="view" type="flash.HelloWorldView"/>

If you look into build-js.hxml, you will see :

-D target-js
-D target-neko=false
-D target-php=false
-D target-flash=false

When we compile the project with build-js.hxml, view will be an instance of js.HelloWorldView, the other view will be ignored base on if attribute value.

And the view is passed as a constructor argument in HelloWorldModule.

Let see the final result of XML convert in Haxe and compile to JavaScript :

<module id="module" type="module.HelloWorldModule">
    <argument ref="view" />

<view if="target-js" id="view" type="js.HelloWorldView" />
<view if="target-neko" id="view" type="neko.HelloWorldView"/>
<view if="target-php" id="view" type="php.HelloWorldView"/>
<view if="target-flash" id="view" type="flash.HelloWorldView"/>
var view = new js_HelloWorldView();
this.view = view;
var module1 = new module_HelloWorldModule(view);
this.module = module1;


hexMachina is organised around modules. A module could be seen as a micro-application, use to encapsulate our code, everything in the module is private. A module has is own domain, eventBus, controllers, models, injector, logger, not accessible outside themselves.

In HelloWorldModule constructor, we map HelloWorldController and HelloWorldModel as Singleton in the module injector. With that configuration, each time we will require HelloWorldController or HelloWorldModel, we aks injector to return the instance map by key (IHelloWorldController, IHelloWorldModel), like this._injector.getInstance( IHelloWorldModel, '' ). Instanciation will be done at the first getInstance call.

Now, the model and the module controller are mapped, the next step is to link model and view (passed in the constructor from DSL). For that we will use hexMachina triggers (describe below).

public function new( view ) 

    this._map( IHelloWorldController, HelloWorldController, '', true );
    this._map( IHelloWorldModel, HelloWorldModel, '', true );

    this._get( IHelloWorldModel ).listeners.connect( view );


HelloWorldController only contains one method, uses to set message in the model. As we can see, HelloWorldModel instance can be got by injection, the one map in HelloWorldModule constructor.

public function sayHello( who : String ) : Void
    var model : IHelloWorldModel;
    model.setMessage( 'hello ' + who );


In our HelloWorld example the model, each time that setMessage is called, we execute onMessage on every listeners connected by trigger (remember this._get( IHelloWorldModel ).listeners.connect( view ) in module constructor).

public var listeners ( default, never ) : ITrigger<IHelloWorldModelListener>;

public function new() {}

public function setMessage( message : String ) : Void 
    this.listeners.onMessage( message );

In nutshell

  • bin/helloWorld.js is loaded in html;
  • Main.main is called
  • then code.execute() does everything describe in DSL;
  • when everything is instancied, module.initialize() is called by DSL;
  • then this._get( IHelloWorldController ).sayHello( 'world' ); is executed in the module;
  • then model.setMessage( 'hello ' + who ); is executed in the controller;
  • then this.listeners.onMessage( message ); is executed in the model;
  • and finally onMessage is called on target view.


Hello World project for hexMachina






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