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- .. _doc_gdscript_more_efficiently:
- GDScript: An introduction to dynamic languages
- ==============================================
- About
- -----
- This tutorial aims to be a quick reference for how to use GDScript more
- efficiently. It focuses on common cases specific to the language, but
- also covers a lot of information on dynamically typed languages.
- It's meant to be especially useful for programmers with little or no previous
- experience with dynamically typed languages.
- Dynamic nature
- --------------
- Pros & cons of dynamic typing
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- GDScript is a Dynamically Typed language. As such, its main advantages
- are that:
- - The language is easy to get started with.
- - Most code can be written and changed quickly and without hassle.
- - Less code written means less errors & mistakes to fix.
- - The code is easy to read (little clutter).
- - No compilation is required to test.
- - Runtime is tiny.
- - It has duck-typing and polymorphism by nature.
- While the main disadvantages are:
- - Less performance than statically typed languages.
- - More difficult to refactor (symbols can't be traced).
- - Some errors that would typically be detected at compile time in
- statically typed languages only appear while running the code
- (because expression parsing is more strict).
- - Less flexibility for code-completion (some variable types are only
- known at runtime).
- This, translated to reality, means that Godot used with GDScript is a combination
- designed to create games quickly and efficiently. For games that are very
- computationally intensive and can't benefit from the engine built-in
- tools (such as the Vector types, Physics Engine, Math library, etc), the
- possibility of using C++ is present too. This allows you to still create most of the
- game in GDScript and add small bits of C++ in the areas that need
- a performance boost.
- Variables & assignment
- ~~~~~~~~~~~~~~~~~~~~~~
- All variables in a dynamically typed language are "variant"-like. This
- means that their type is not fixed, and is only modified through
- assignment. Example:
- Static:
- .. code-block:: cpp
- int a; // Value uninitialized.
- a = 5; // This is valid.
- a = "Hi!"; // This is invalid.
- Dynamic:
- ::
- var a # 'null' by default.
- a = 5 # Valid, 'a' becomes an integer.
- a = "Hi!" # Valid, 'a' changed to a string.
- As function arguments:
- ~~~~~~~~~~~~~~~~~~~~~~
- Functions are of dynamic nature too, which means they can be called with
- different arguments, for example:
- Static:
- .. code-block:: cpp
- void print_value(int value) {
- printf("value is %i\n", value);
- }
- [..]
- print_value(55); // Valid.
- print_value("Hello"); // Invalid.
- Dynamic:
- ::
- func print_value(value):
- print(value)
- [..]
- print_value(55) # Valid.
- print_value("Hello") # Valid.
- Pointers & referencing:
- ~~~~~~~~~~~~~~~~~~~~~~~
- In static languages, such as C or C++ (and to some extent Java and C#),
- there is a distinction between a variable and a pointer/reference to a
- variable. The latter allows the object to be modified by other functions
- by passing a reference to the original one.
- In C# or Java, everything not a built-in type (int, float, sometimes
- String) is always a pointer or a reference. References are also
- garbage-collected automatically, which means they are erased when no
- longer used. Dynamically typed languages tend to use this memory model,
- too. Some Examples:
- - C++:
- .. code-block:: cpp
- void use_class(SomeClass *instance) {
- instance->use();
- }
- void do_something() {
- SomeClass *instance = new SomeClass; // Created as pointer.
- use_class(instance); // Passed as pointer.
- delete instance; // Otherwise it will leak memory.
- }
- - Java:
- .. code-block:: java
- @Override
- public final void use_class(SomeClass instance) {
- instance.use();
- }
- public final void do_something() {
- SomeClass instance = new SomeClass(); // Created as reference.
- use_class(instance); // Passed as reference.
- // Garbage collector will get rid of it when not in
- // use and freeze your game randomly for a second.
- }
- - GDScript:
- ::
- func use_class(instance): # Does not care about class type
- instance.use() # Will work with any class that has a ".use()" method.
- func do_something():
- var instance = SomeClass.new() # Created as reference.
- use_class(instance) # Passed as reference.
- # Will be unreferenced and deleted.
- In GDScript, only base types (int, float, string and the vector types)
- are passed by value to functions (value is copied). Everything else
- (instances, arrays, dictionaries, etc) is passed as reference. Classes
- that inherit :ref:`class_RefCounted` (the default if nothing is specified)
- will be freed when not used, but manual memory management is allowed too
- if inheriting manually from :ref:`class_Object`.
- Arrays
- ------
- Arrays in dynamically typed languages can contain many different mixed
- datatypes inside and are always dynamic (can be resized at any time).
- Compare for example arrays in statically typed languages:
- .. code-block:: cpp
- int *array = new int[4]; // Create array.
- array[0] = 10; // Initialize manually.
- array[1] = 20; // Can't mix types.
- array[2] = 40;
- array[3] = 60;
- // Can't resize.
- use_array(array); // Passed as pointer.
- delete[] array; // Must be freed.
- // or
- std::vector<int> array;
- array.resize(4);
- array[0] = 10; // Initialize manually.
- array[1] = 20; // Can't mix types.
- array[2] = 40;
- array[3] = 60;
- array.resize(3); // Can be resized.
- use_array(array); // Passed reference or value.
- // Freed when stack ends.
- And in GDScript:
- ::
- var array = [10, "hello", 40, 60] # You can mix types.
- array.resize(3) # Can be resized.
- use_array(array) # Passed as reference.
- # Freed when no longer in use.
- In dynamically typed languages, arrays can also double as other
- datatypes, such as lists:
- ::
- var array = []
- array.append(4)
- array.append(5)
- array.pop_front()
- Or unordered sets:
- ::
- var a = 20
- if a in [10, 20, 30]:
- print("We have a winner!")
- Dictionaries
- ------------
- Dictionaries are a powerful tool in dynamically typed languages.
- Most programmers that come from statically typed languages (such as C++
- or C#) ignore their existence and make their life unnecessarily more
- difficult. This datatype is generally not present in such languages (or
- only in limited form).
- Dictionaries can map any value to any other value with complete
- disregard for the datatype used as either key or value. Contrary to
- popular belief, they are efficient because they can be implemented
- with hash tables. They are, in fact, so efficient that some languages
- will go as far as implementing arrays as dictionaries.
- Example of Dictionary:
- ::
- var d = {"name": "John", "age": 22}
- print("Name: ", d["name"], " Age: ", d["age"])
- Dictionaries are also dynamic, keys can be added or removed at any point
- at little cost:
- ::
- d["mother"] = "Rebecca" # Addition.
- d["age"] = 11 # Modification.
- d.erase("name") # Removal.
- In most cases, two-dimensional arrays can often be implemented more
- easily with dictionaries. Here's a battleship game example:
- ::
- # Battleship Game
- const SHIP = 0
- const SHIP_HIT = 1
- const WATER_HIT = 2
- var board = {}
- func initialize():
- board[Vector2(1, 1)] = SHIP
- board[Vector2(1, 2)] = SHIP
- board[Vector2(1, 3)] = SHIP
- func missile(pos):
- if pos in board: # Something at that position.
- if board[pos] == SHIP: # There was a ship! hit it.
- board[pos] = SHIP_HIT
- else:
- print("Already hit here!") # Hey dude you already hit here.
- else: # Nothing, mark as water.
- board[pos] = WATER_HIT
- func game():
- initialize()
- missile(Vector2(1, 1))
- missile(Vector2(5, 8))
- missile(Vector2(2, 3))
- Dictionaries can also be used as data markup or quick structures. While
- GDScript's dictionaries resemble python dictionaries, it also supports Lua
- style syntax and indexing, which makes it useful for writing initial
- states and quick structs:
- ::
- # Same example, lua-style support.
- # This syntax is a lot more readable and usable.
- # Like any GDScript identifier, keys written in this form cannot start
- # with a digit.
- var d = {
- name = "John",
- age = 22
- }
- print("Name: ", d.name, " Age: ", d.age) # Used "." based indexing.
- # Indexing
- d["mother"] = "Rebecca"
- d.mother = "Caroline" # This would work too to create a new key.
- For & while
- -----------
- Iterating using the C-style for loop in C-derived languages can be quite complex:
- .. code-block:: cpp
- const char** strings = new const char*[50];
- [..]
- for (int i = 0; i < 50; i++) {
- printf("Value: %c Index: %d\n", strings[i], i);
- }
- // Even in STL:
- std::list<std::string> strings;
- [..]
- for (std::string::const_iterator it = strings.begin(); it != strings.end(); it++) {
- std::cout << *it << std::endl;
- }
- Because of this, GDScript makes the opinionated decision to have a for-in loop over iterables instead:
- ::
- for s in strings:
- print(s)
- Container datatypes (arrays and dictionaries) are iterable. Dictionaries
- allow iterating the keys:
- ::
- for key in dict:
- print(key, " -> ", dict[key])
- Iterating with indices is also possible:
- ::
- for i in range(strings.size()):
- print(strings[i])
- The range() function can take 3 arguments:
- ::
- range(n) # Will count from 0 to n in steps of 1. The parameter n is exclusive.
- range(b, n) # Will count from b to n in steps of 1. The parameters b is inclusive. The parameter n is exclusive.
- range(b, n, s) # Will count from b to n, in steps of s. The parameters b is inclusive. The parameter n is exclusive.
- Some examples involving C-style for loops:
- .. code-block:: cpp
- for (int i = 0; i < 10; i++) {}
- for (int i = 5; i < 10; i++) {}
- for (int i = 5; i < 10; i += 2) {}
- Translate to:
- ::
- for i in range(10):
- pass
- for i in range(5, 10):
- pass
- for i in range(5, 10, 2):
- pass
- And backwards looping done through a negative counter:
- ::
- for (int i = 10; i > 0; i--) {}
- Becomes:
- ::
- for i in range(10, 0, -1):
- pass
- While
- -----
- while() loops are the same everywhere:
- ::
- var i = 0
- while i < strings.size():
- print(strings[i])
- i += 1
- Custom iterators
- ----------------
- You can create custom iterators in case the default ones don't quite meet your
- needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, and ``_iter_get``
- functions in your script. An example implementation of a forward iterator follows:
- ::
- class ForwardIterator:
- var start
- var current
- var end
- var increment
- func _init(start, stop, increment):
- self.start = start
- self.current = start
- self.end = stop
- self.increment = increment
- func should_continue():
- return (current < end)
- func _iter_init(arg):
- current = start
- return should_continue()
- func _iter_next(arg):
- current += increment
- return should_continue()
- func _iter_get(arg):
- return current
- And it can be used like any other iterator:
- ::
- var itr = ForwardIterator.new(0, 6, 2)
- for i in itr:
- print(i) # Will print 0, 2, and 4.
- Make sure to reset the state of the iterator in ``_iter_init``, otherwise nested
- for-loops that use custom iterators will not work as expected.
- Duck typing
- -----------
- One of the most difficult concepts to grasp when moving from a
- statically typed language to a dynamic one is duck typing. Duck typing
- makes overall code design much simpler and straightforward to write, but
- it's not obvious how it works.
- As an example, imagine a situation where a big rock is falling down a
- tunnel, smashing everything on its way. The code for the rock, in a
- statically typed language would be something like:
- .. code-block:: cpp
- void BigRollingRock::on_object_hit(Smashable *entity) {
- entity->smash();
- }
- This way, everything that can be smashed by a rock would have to
- inherit Smashable. If a character, enemy, piece of furniture, small rock
- were all smashable, they would need to inherit from the class Smashable,
- possibly requiring multiple inheritance. If multiple inheritance was
- undesired, then they would have to inherit a common class like Entity.
- Yet, it would not be very elegant to add a virtual method ``smash()`` to
- Entity only if a few of them can be smashed.
- With dynamically typed languages, this is not a problem. Duck typing
- makes sure you only have to define a ``smash()`` function where required
- and that's it. No need to consider inheritance, base classes, etc.
- ::
- func _on_object_hit(object):
- object.smash()
- And that's it. If the object that hit the big rock has a smash() method,
- it will be called. No need for inheritance or polymorphism. Dynamically
- typed languages only care about the instance having the desired method
- or member, not what it inherits or the class type. The definition of
- Duck Typing should make this clearer:
- *"When I see a bird that walks like a duck and swims like a duck and
- quacks like a duck, I call that bird a duck"*
- In this case, it translates to:
- *"If the object can be smashed, don't care what it is, just smash it."*
- Yes, we should call it Hulk typing instead.
- It's possible that the object being hit doesn't have a smash() function.
- Some dynamically typed languages simply ignore a method call when it
- doesn't exist, but GDScript is stricter, so checking if the function
- exists is desirable:
- ::
- func _on_object_hit(object):
- if object.has_method("smash"):
- object.smash()
- Then, simply define that method and anything the rock touches can be
- smashed.
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