Hi John,
It's odd how nobody's written a reply to this one yet!
Whilst I can't be sure that I fully understand creation and inheritance as xTalk languages are all I know, I'll take a stab that this is do with creating similar objects that look and behave in the same way. If this is so, Rev puts a number of methods at your disposal to do this.
In recent versions, they introduced behaviours (also known as parentScripts) where a script can reside in one object (usually a button) but be referenced by many other objects. So, for example, if I wanted to create a field to be used many times in a form that validates its contents, I can put this code into a button somewhere and have each field reference the button, rather than write code to do this within each field.
Before we had behaviours, we had frontScripts and backScripts that could be used to catch events across an application, which can be used to determine the type of control that was being interacted with by the user and control its behaviour that way. I personally prefer frontScripts to behaviours because you can trap events not normally fired to the control, such as suspendStack.
You can also trap events higher up the message path, such as in a card or stack script.
All of these techniques can be used to control individual objects or much more complex ones that are built up from other objects and then grouped together.
With regards to controlling appearance, I personally use a preOpenCard handler in a frontScript to evaluate the controls on the card and change their appearances to what I need them to be, usually based upon the platform that the app's running on e.g. setting the heights and margins of buttons to the correct values for the Mac and Windows platforms.
To give an example of frontScripts in action with complex controls, I've been working on a tree view for Rev that's currently in beta. Head on over to
www.theworcestersource.com for more info.
Hopefully that helps. If I'm wide of the mark, hopefully someone else'll jump in!
All the best,
Steve