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Modern Object Pascal Introduction for |
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Programmers |
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Michalis Kamburelis |
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Table of Contents |
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1. Why ....................................................................................................................... 3 |
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2. Basics .................................................................................................................... 4 |
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2.1. "Hello world" program ................................................................................. 4 |
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2.2. Functions, procedures, primitive types ....................................................... 4 |
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2.3. Testing (if) ................................................................................................... 7 |
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2.4. Logical, relational and bit-wise operators ................................................... 8 |
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2.5. Testing single expression for multiple values (case) ................................... 9 |
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2.6. Enumerated and ordinal types and sets and constant-length arrays ......... 10 |
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2.7. Loops (for, while, repeat, for .. in) ............................................................ 11 |
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2.8. Output, logging ......................................................................................... 14 |
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2.9. Converting to a string ............................................................................... 15 |
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3. Units .................................................................................................................... 16 |
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3.1. Units using each other .............................................................................. 18 |
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3.2. Qualifying identifiers with unit name ......................................................... 19 |
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3.3. Exposing one unit identifiers from another ............................................... 22 |
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4. Classes ............................................................................................................... 23 |
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4.1. Basics ....................................................................................................... 23 |
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4.2. Inheritance, is, as ..................................................................................... 24 |
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4.3. Properties .................................................................................................. 26 |
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4.4. Exceptions - Quick Example ..................................................................... 29 |
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4.5. Visibility specifiers ..................................................................................... 30 |
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4.6. Default ancestor ........................................................................................ 31 |
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4.7. Self ............................................................................................................ 31 |
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4.8. Calling inherited method ........................................................................... 31 |
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4.9. Virtual methods, override and reintroduce ................................................ 35 |
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5. Freeing classes ................................................................................................... 38 |
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5.1. Remember to free the class instances ..................................................... 38 |
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5.2. How to free ............................................................................................... 38 |
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5.3. Manual and automatic freeing .................................................................. 40 |
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5.4. The virtual destructor called Destroy ........................................................ 43 |
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1 |
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Modern Object Pascal Introduction for Programmers |
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5.5. Free notification ........................................................................................ 44 |
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5.6. Free notification observer (Castle Game Engine) ..................................... 47 |
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6. Exceptions ........................................................................................................... 48 |
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6.1. Overview ................................................................................................... 48 |
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6.2. Raising ...................................................................................................... 49 |
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6.3. Catching .................................................................................................... 50 |
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6.4. Finally (doing things regardless if an exception occurred) ........................ 53 |
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6.5. How the exceptions are displayed by various libraries ............................. 57 |
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7. Run-time library ................................................................................................... 57 |
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7.1. Input/output using streams ....................................................................... 57 |
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7.2. Containers (lists, dictionaries) using generics ........................................... 59 |
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7.3. Cloning: TPersistent.Assign ...................................................................... 64 |
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8. Various language features .................................................................................. 69 |
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8.1. Local (nested) routines ............................................................................. 69 |
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8.2. Callbacks (aka events, aka pointers to functions, aka procedural |
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variables) .......................................................................................................... 70 |
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8.3. Generics .................................................................................................... 73 |
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8.4. Overloading ............................................................................................... 75 |
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8.5. Preprocessor ............................................................................................. 75 |
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8.6. Records ..................................................................................................... 78 |
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8.7. Old-style objects ....................................................................................... 79 |
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8.8. Pointers ..................................................................................................... 80 |
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8.9. Operator overloading ................................................................................ 81 |
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9. Advanced classes features ................................................................................. 84 |
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9.1. Private and strict private ........................................................................... 84 |
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9.2. More stuff inside classes and nested classes ........................................... 84 |
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9.3. Class methods .......................................................................................... 85 |
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9.4. Class references ....................................................................................... 86 |
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9.5. Static class methods ................................................................................. 89 |
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9.6. Class properties and variables ................................................................. 90 |
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9.7. Class helpers ............................................................................................ 91 |
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9.8. Virtual constructors, destructors ............................................................... 93 |
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9.9. An exception in constructor ...................................................................... 93 |
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10. Interfaces .......................................................................................................... 95 |
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10.1. Bare (CORBA) interfaces ....................................................................... 95 |
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10.2. CORBA and COM types of interfaces .................................................... 97 |
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10.3. Interfaces GUIDs .................................................................................... 99 |
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10.4. Reference-counted (COM) interfaces ..................................................... 99 |
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2 |
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Modern Object Pascal Introduction for Programmers |
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10.5. Using COM interfaces with reference-counting disabled ....................... 102 |
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10.6. Typecasting interfaces .......................................................................... 104 |
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11. About this document ....................................................................................... 107 |
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1. Why |
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There are many books and resources about Pascal out there, but too many of them |
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talk about the old Pascal, without classes, units or generics. |
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So I wrote this quick introduction to what I call modern Object Pascal. Most of the |
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programmers using it don’t really call it "modern Object Pascal", we just call it "our |
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Pascal". But when introducing the language, I feel it’s important to emphasize that it’s |
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a modern, object-oriented language. It evolved a lot since the old (Turbo) Pascal that |
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many people learned in schools long time ago. Feature-wise, it’s quite similar to C+ |
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+ or Java or C#. |
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• It has all the modern features you expect — classes, units, interfaces, generics… |
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• It’s compiled to a fast, native code, |
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• It’s very type safe, |
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• High-level but can also be low-level if you need it to be. |
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It also has excellent, portable and open-source compiler called the Free Pascal |
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Compiler, http://freepascal.org/ . And an accompanying IDE (editor, debugger, a library |
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of visual components, form designer) called Lazarus http://lazarus.freepascal.org/ |
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. There’s also a proprietary and commercial compiler and IDE Delphi https:// |
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www.embarcadero.com/products/Delphi . There’s a lot of libraries (for both FPC |
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and Delphi) available, see https://github.com/Fr0sT-Brutal/awesome-pascal . We also |
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support existing editors like VS Code, see https://castle-engine.io/vscode . Myself, I’m |
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the creator of Castle Game Engine, https://castle-engine.io/ , which is an open-source |
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3D and 2D game engine using modern Pascal to create games on many platforms |
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(Windows, Linux, macOS, Android, iOS, Nintendo Switch; also WebGL is coming). |
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This introduction is mostly directed at programmers who already have experience in |
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other languages. We will not cover here the meanings of some universal concepts, like |
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"what is a class", we’ll only show how to do them in Pascal. |
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3 |
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Modern Object Pascal Introduction for Programmers |
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2. Basics |
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2.1. "Hello world" program |
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{$mode objfpc}{$H+}{$J-} // Just use this line in all modern sources |
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program MyProgram; // Save this file as myprogram.lpr |
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begin |
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WriteLn('Hello world!'); |
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end. |
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This is a complete program that you can compile and run. |
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• If you use the command-line FPC, just create a new file myprogram.lpr and |
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execute fpc myprogram.lpr . |
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• If you use Lazarus, create a new project (menu Project → New Project → Simple |
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Program). Save it as myprogram and paste this source code as the main file. |
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Compile using the menu item Run # Compile. |
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• This is a command-line program, so in either case — just run the compiled |
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executable from the command-line. |
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The rest of this article talks about the Object Pascal language, so don’t expect to |
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see anything more fancy than the command-line stuff. If you want to see something |
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cool, just create a new GUI project in Lazarus (Project → New Project → Application). |
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Voila — a working GUI application, cross-platform, with native look everywhere, using |
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a comfortable visual component library. The Lazarus and Free Pascal Compiler come |
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with lots of ready units for networking, GUI, database, file formats (XML, json, images… |
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), threading and everything else you may need. I already mentioned my cool Castle |
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Game Engine earlier:) |
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2.2. Functions, procedures, primitive types |
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{$mode objfpc}{$H+}{$J-} |
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program MyProgram; |
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procedure MyProcedure(const A: Integer); |
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begin |
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WriteLn('A + 10 is: ', A + 10); |
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4 |
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Modern Object Pascal Introduction for Programmers |
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end; |
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function MyFunction(const S: string): string; |
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begin |
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Result := S + 'strings are automatically managed'; |
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end; |
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var |
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X: Single; |
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begin |
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WriteLn(MyFunction('Note: ')); |
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MyProcedure(5); |
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// Division using "/" always makes float result, use "div" for integer |
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division |
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X := 15 / 5; |
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WriteLn('X is now: ', X); // scientific notation |
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WriteLn('X is now: ', X:1:2); // 2 decimal places |
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end. |
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To return a value from a function, assign something to the magic Result variable. |
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You can read and set the Result freely, just like a local variable. |
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function MyFunction(const S: string): string; |
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begin |
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Result := S + 'something'; |
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Result := Result + ' something more!'; |
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Result := Result + ' and more!'; |
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end; |
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You can also treat the function name (like MyFunction in example above) as the |
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variable, to which you can assign. But I would discourage it in new code, as it looks |
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"fishy" when used on the right side of the assignment expression. Just use Result |
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always when you want to read or set the function result. |
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If you want to call the function itself recursively, you can of course do it. If you’re calling |
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a parameter-less function recursively, be sure to specify the parenthesis () (even |
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though in Pascal you can usually omit the parentheses for a parameter-less function), |
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this makes a recursive call to a parameter-less function different from accessing this |
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function’s current result. Like this: |
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function SumIntegersUntilZero: Integer; |
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5 |
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Modern Object Pascal Introduction for Programmers |
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var |
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I: Integer; |
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begin |
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Readln(I); |
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Result := I; |
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if I <> 0 then |
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Result := Result + SumIntegersUntilZero(); |
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end; |
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You can call Exit to end the execution of the procedure or function before it reaches |
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the final end; . If you call parameter-less Exit in a function, it will return the last |
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thing you set as Result . You can also use Exit(X) construct, to set the function |
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result and exit now — this is just like return X construct in C-like languages. |
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function AddName(const ExistingNames, NewName: string): string; |
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begin |
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if ExistingNames = '' then |
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Exit(NewName); |
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Result := ExistingNames + ', ' + NewName; |
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end; |
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Note that the function result can be discarded. Any function may be used just like a |
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procedure. This makes sense if the function has some side effect (e.g. it modifies a |
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global variable) besides calculating the result. For example: |
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var |
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Count: Integer; |
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MyCount: Integer; |
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function CountMe: Integer; |
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begin |
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Inc(Count); |
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Result := Count; |
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end; |
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begin |
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Count := 10; |
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CountMe; // the function result is discarded, but the function is |
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executed, Count is now 11 |
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MyCount := CountMe; // use the result of the function, MyCount equals to |
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Count which is now 12 |
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end. |
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6 |
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Modern Object Pascal Introduction for Programmers |
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2.3. Testing (if) |
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Use if .. then or if .. then .. else to run some code when some condition is |
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satisfied. Unlike in the C-like languages, in Pascal you don’t have to wrap the condition |
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in parenthesis. |
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var |
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A: Integer; |
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B: boolean; |
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begin |
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if A > 0 then |
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DoSomething; |
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if A > 0 then |
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begin |
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DoSomething; |
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AndDoSomethingMore; |
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end; |
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if A > 10 then |
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DoSomething |
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else |
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DoSomethingElse; |
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// equivalent to above |
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B := A > 10; |
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if B then |
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DoSomething |
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else |
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DoSomethingElse; |
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end; |
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The else is paired with the last if . So this works as you expect: |
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if A <> 0 then |
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if B <> 0 then |
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AIsNonzeroAndBToo |
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else |
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AIsNonzeroButBIsZero; |
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While the example with nested if above is correct, it is often better to place the |
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nested if inside a begin … end block in such cases. This makes the code more |
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obvious to the reader, and it will remain obvious even if you mess up the indentation. |
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7 |
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Modern Object Pascal Introduction for Programmers |
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The improved version of the example is below. When you add or remove some else |
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clause in the code below, it’s obvious to which condition it will apply (to the A test or |
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the B test), so it’s less error-prone. |
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if A <> 0 then |
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begin |
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if B <> 0 then |
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AIsNonzeroAndBToo |
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else |
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AIsNonzeroButBIsZero; |
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end; |
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2.4. Logical, relational and bit-wise operators |
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The logical operators are called and , or , not , xor . Their meaning is probably |
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obvious (search for "exclusive or" if you’re unsure what xor does:)). They take boolean |
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arguments, and return a boolean. They can also act as bit-wise operators when both |
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arguments are integer values, in which case they return an integer. |
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The relational (comparison) operators are = , <> , > , < , <= , >= . If you’re |
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accustomed to C-like languages, note that in Pascal you compare two values (check |
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are they equal) using a single equality character A = B (unlike in C where you use |
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A == B ). The special assignment operator in Pascal is := . |
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The logical (or bit-wise) operators have a higher precedence than relational operators. |
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You may need to use parenthesis around some expressions to have the desired order |
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of the calculations. |
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For example this is a compilation error: |
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var |
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A, B: Integer; |
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begin |
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if A = 0 and B <> 0 then ... // INCORRECT example |
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The above fails to compile, because the compiler first wants to perform a bit-wise and |
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in the middle of the expression: (0 and B) . This is a bit-wise operation which returns |
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an integer value. Then the compiler applies = operator which yields a boolean value |
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A = (0 and B) . And finally the "type mismatch" error is risen after trying to compare |
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the boolean value A = (0 and B) and integer value 0 . |
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This is correct: |
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8 |
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Modern Object Pascal Introduction for Programmers |
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var |
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A, B: Integer; |
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begin |
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if (A = 0) and (B <> 0) then ... |
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The short-circuit evaluation is used. Consider this expression: |
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if MyFunction(X) and MyOtherFunction(Y) then... |
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• It’s guaranteed that MyFunction(X) will be evaluated first. |
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• And if MyFunction(X) returns false , then the value of expression is |
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known (the value of false and whatever is always false ), and |
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MyOtherFunction(Y) will not be executed at all. |
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• Analogous rule is for or expression. There, if the expression is known to be true |
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(because the 1st operand is true ), the 2nd operand is not evaluated. |
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• This is particularly useful when writing expressions like |
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if (A <> nil) and A.IsValid then... |
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This will work OK, even when A is nil . The keyword nil is a pointer equal |
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to zero (when represented as a number). It is called a null pointer in many other |
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programming languages. |
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2.5. Testing single expression for multiple values (case) |
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If a different action should be executed depending on the value of some expression, |
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then the case .. of .. end statement is useful. |
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case SomeValue of |
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0: DoSomething; |
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1: DoSomethingElse; |
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2: begin |
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IfItsTwoThenDoThis; |
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AndAlsoDoThis; |
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end; |
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3..10: DoSomethingInCaseItsInThisRange; |
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11, 21, 31: AndDoSomethingForTheseSpecialValues; |
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else DoSomethingInCaseOfUnexpectedValue; |
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end; |
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9 |
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Modern Object Pascal Introduction for Programmers |
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The else clause is optional (and corresponds to default in C-like languages). |
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When no condition matches, and there’s no else , then nothing happens. |
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In you come from C-like languages, and compare this with switch statement in these |
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languages, you will notice that there is no automatic fall-through. This is a deliberate |
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blessing in Pascal. You don’t have to remember to place break instructions. In every |
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execution, at most one branch of the case is executed, that’s it. |
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2.6. Enumerated and ordinal types and sets and constant-length |
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arrays |
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Enumerated type in Pascal is a very nice, opaque type. You will probably use it much |
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more often than enums in other languages:) |
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type |
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TAnimalKind = (akDuck, akCat, akDog); |
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The convention is to prefix the enum names with a two-letter shortcut of type name, |
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hence ak = shortcut for "Animal Kind". This is a useful convention, since the enum |
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names are in the unit (global) namespace. So by prefixing them with ak prefix, you |
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minimize the chances of collisions with other identifiers. |
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The collisions in names are not a show-stopper. It’s Ok for different |
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units to define the same identifier. But it’s a good idea to try to avoid |
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the collisions anyway, to keep code simple to understand and grep. |
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You can avoid placing enum names in the global namespace |
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by compiler directive {$scopedenums on} . This means |
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you will have to access them qualified by a type name, like |
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TAnimalKind.akDuck . The need for ak prefix disappears in this |
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situation, and you will probably just call the enums Duck, Cat, |
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Dog . This is similar to C# enums. |
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The fact that enumerated type is opaque means that it cannot be just assigned to |
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and from an integer. However, for special use, you can use Ord(MyAnimalKind) to |
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forcefully convert enum to int, or typecast TAnimalKind(MyInteger) to forcefully |
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convert int to enum. In the latter case, make sure to check first whether MyInteger |
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is in good range (0 to Ord(High(TAnimalKind)) ). |
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Enumerated and ordinal types can be used as array indexes: |
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10 |
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Modern Object Pascal Introduction for Programmers |
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type |
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TArrayOfTenStrings = array [0..9] of string; |
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TArrayOfTenStrings1Based = array [1..10] of string; |
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TMyNumber = 0..9; |
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TAlsoArrayOfTenStrings = array [TMyNumber] of string; |
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TAnimalKind = (akDuck, akCat, akDog); |
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TAnimalNames = array [TAnimalKind] of string; |
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They can also be used to create sets (a bit-fields internally): |
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type |
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TAnimalKind = (akDuck, akCat, akDog); |
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TAnimals = set of TAnimalKind; |
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var |
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A: TAnimals; |
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begin |
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A := []; |
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A := [akDuck, akCat]; |
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A := A + [akDog]; |
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A := A * [akCat, akDog]; |
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Include(A, akDuck); |
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Exclude(A, akDuck); |
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end; |
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2.7. Loops (for, while, repeat, for .. in) |
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{$mode objfpc}{$H+}{$J-} |
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{$R+} // range checking on - nice for debugging |
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var |
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MyArray: array [0..9] of Integer; |
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I: Integer; |
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begin |
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// initialize |
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for I := 0 to 9 do |
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MyArray[I] := I * I; |
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// show |
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for I := 0 to 9 do |
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WriteLn('Square is ', MyArray[I]); |
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// does the same as above |
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11 |
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Modern Object Pascal Introduction for Programmers |
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for I := Low(MyArray) to High(MyArray) do |
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WriteLn('Square is ', MyArray[I]); |
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// does the same as above |
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I := 0; |
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while I < 10 do |
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begin |
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WriteLn('Square is ', MyArray[I]); |
|
I := I + 1; // or "I += 1", or "Inc(I)" |
|
end; |
|
|
|
// does the same as above |
|
I := 0; |
|
repeat |
|
WriteLn('Square is ', MyArray[I]); |
|
|
|
Inc(I); |
|
until I = 10; |
|
|
|
// does the same as above |
|
// note: here I enumerates MyArray values, not indexes |
|
for I in MyArray do |
|
WriteLn('Square is ', I); |
|
end. |
|
|
|
About the repeat and while loops: |
|
|
|
There are two differences between these loop types: |
|
|
|
1. The loop condition has an opposite meaning. In while .. do you tell it when to |
|
|
|
continue, but in repeat .. until you tell it when to stop. |
|
|
|
2. In case of repeat , the condition is not checked at the beginning. So the repeat |
|
|
|
loop always runs at least once. |
|
|
|
About the for I := … loops: |
|
|
|
The for I := .. to .. do … construction it similar to the C-like for loop. |
|
However, it’s more constrained, as you cannot specify arbitrary actions/tests to control |
|
|
|
the loop iteration. This is strictly for iterating over a consecutive numbers (or other |
|
ordinal types). The only flexibility you have is that you can use downto instead of to , |
|
to make numbers go downward. |
|
|
|
In exchange, it looks clean, and is very optimized in execution. In particular, the |
|
|
|
expressions for the lower and higher bound are only calculated once, before the loop |
|
|
|
starts. |
|
|
|
12 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Note that the value of the loop counter variable ( I in this example) should be |
|
considered undefined after the loop has finished, due to possible optimizations. |
|
Accessing the value of I after the loop may cause a compiler warning. Unless you |
|
exit the loop prematurely by Break or Exit : in such case, the counter variable is |
|
guaranteed to retain the last value. |
|
|
|
About the for I in … loops: |
|
|
|
The for I in .. do .. is similar to foreach construct in many modern |
|
languages. It works intelligently on many built-in types: |
|
|
|
• It can iterate over all values in the array (example above). |
|
|
|
• It can iterate over all possible values of an enumerated type: |
|
|
|
var |
|
AK: TAnimalKind; |
|
|
|
begin |
|
for AK in TAnimalKind do... |
|
|
|
• It can iterate over all items included in the set: |
|
|
|
var |
|
Animals: TAnimals; |
|
|
|
AK: TAnimalKind; |
|
|
|
begin |
|
Animals := [akDog, akCat]; |
|
for AK in Animals do ... |
|
|
|
• And it works on custom list types, generic or not, like TObjectList or |
|
|
|
TFPGObjectList . |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils, FGL; |
|
|
|
type |
|
TMyClass = class |
|
I, Square: Integer; |
|
end; |
|
TMyClassList = specialize TFPGObjectList<TMyClass>; |
|
|
|
var |
|
List: TMyClassList; |
|
|
|
13 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
C: TMyClass; |
|
I: Integer; |
|
|
|
begin |
|
List := TMyClassList.Create(true); // true = owns children |
|
try |
|
for I := 0 to 9 do |
|
begin |
|
C := TMyClass.Create; |
|
|
|
C.I := I; |
|
|
|
C.Square := I * I; |
|
|
|
List.Add(C); |
|
end; |
|
|
|
for C in List do |
|
WriteLn('Square of ', C.I, ' is ', C.Square); |
|
finally |
|
FreeAndNil(List); |
|
end; |
|
end. |
|
|
|
We didn’t yet explain the concept of classes, so the last example may not be obvious |
|
|
|
to you yet — just carry on, it will make sense later:) |
|
|
|
2.8. Output, logging |
|
|
|
To simply output strings in Pascal, use the Write or WriteLn routine. The latter |
|
automatically adds a newline at the end. |
|
|
|
This is a "magic" routine in Pascal. It takes a variable number of arguments and they |
|
|
|
can have any type. They are all converted to strings when displaying, with a special |
|
|
|
syntax to specify padding and number precision. |
|
|
|
WriteLn('Hello world!'); |
|
|
|
WriteLn('You can output an integer: ', 3 * 4); |
|
|
|
WriteLn('You can pad an integer: ', 666:10); |
|
|
|
WriteLn('You can output a float: ', Pi:1:4); |
|
|
|
To explicitly use newline in the string, use the LineEnding constant (from FPC RTL). |
|
(The Castle Game Engine defines also a shorter NL constant.) Pascal strings do not |
|
interpret any special backslash sequences, so writing |
|
|
|
WriteLn('One line.\nSecond line.'); // INCORRECT example |
|
|
|
14 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
doesn’t work like some of you would think. This will work: |
|
|
|
WriteLn('One line.' + LineEnding + 'Second line.'); |
|
|
|
or just this: |
|
|
|
WriteLn('One line.'); |
|
|
|
WriteLn('Second line.'); |
|
|
|
Note that this will only work in console applications. Make sure you have {$apptype |
|
CONSOLE} (and not {$apptype GUI} ) defined in your main program file. On |
|
some operating systems it actually doesn’t matter and will work always (Unix), but on |
|
|
|
some operating systems trying to write something from a GUI application is an error |
|
|
|
(Windows). |
|
|
|
In the Castle Game Engine: use WriteLnLog or WriteLnWarning , never |
|
WriteLn , to print debug information. They will be always directed to some useful |
|
output. On Unix, standard output. On Windows GUI application, log file. On Android, |
|
the Android logging facility (visible when you use adb logcat ). The use of WriteLn |
|
should be limited to the cases when you write a command-line application (like a 3D |
|
|
|
model converter / generator) and you know that the standard output is available. |
|
|
|
2.9. Converting to a string |
|
|
|
To convert an arbitrary number of arguments to a string (instead of just directly |
|
|
|
outputting them), you have a couple of options. |
|
|
|
• You can convert particular types to strings using specialized functions like |
|
IntToStr and FloatToStr . Furthermore, you can concatenate strings in |
|
Pascal simply by adding them. So you can create a string like this: 'My int |
|
number is ' + IntToStr(MyInt) + ', and the value of Pi is ' |
|
+ FloatToStr(Pi) . |
|
|
|
# Advantage: Absolutely flexible. There are many XxxToStr overloaded |
|
versions and friends (like FormatFloat ), covering many types. Most of them |
|
are in the SysUtils unit. |
|
|
|
# Another advantage: Consistent with the reverse functions. To convert a string |
|
(for example, user input) back to an integer or float, you use StrToInt , |
|
StrToFloat and friends (like StrToIntDef ). |
|
|
|
15 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
# Disadvantage: A long concatenation of many XxxToStr calls and strings |
|
|
|
doesn’t look nice. |
|
|
|
• The Format function, used like Format('%d %f %s', [MyInt, MyFloat, |
|
MyString]) . This is like sprintf function in the C-like languages. It inserts the |
|
arguments into the placeholders in the pattern. The placeholders may use special |
|
syntax to influence formatting, e.g. %.4f results in a floating-point format with 4 |
|
digits after the decimal point. |
|
|
|
# Advantage: The separation of pattern string from arguments looks clean. If you |
|
|
|
need to change the pattern string without touching the arguments (e.g. when |
|
|
|
translating), you can do it easily. |
|
|
|
# Another advantage: No compiler magic. You can use the same syntax to pass |
|
|
|
any number of arguments of an arbitrary type in your own routines (declare |
|
parameter as an array of const ). You can then pass these arguments |
|
downward to Format , or deconstruct the list of parameters and do anything |
|
you like with them. |
|
|
|
# Disadvantage: Compiler does not check whether the pattern matches the |
|
|
|
arguments. Using a wrong placeholder type will result in an exception at |
|
runtime ( EConvertError exception, not anything nasty like Access Violation |
|
(Segmentation Fault) error). |
|
|
|
• WriteStr(TargetString, …) routine behaves much like Write(…) , except |
|
|
|
that the result is saved to the TargetString . |
|
|
|
# Advantage: It supports all the features of Write , including the special syntax |
|
|
|
for formatting like Pi:1:4 . |
|
|
|
# Disadvantage: The special syntax for formatting is a "compiler magic", |
|
|
|
implemented specifically for routines like this. This is sometimes troublesome, |
|
e.g. you cannot create your own routine MyStringFormatter(…) that would |
|
also allow the special syntax like Pi:1:4 . For this reason (and also because it |
|
wasn’t implemented for a long time in major Pascal compilers), this construction |
|
|
|
is not very popular. |
|
|
|
3. Units |
|
|
|
Units allow you to group common stuff (anything that can be declared), for usage |
|
|
|
by other units and programs. They are equivalent to modules and packages in other |
|
|
|
languages. They have an interface section, where you declare what is available |
|
|
|
16 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
for other units and programs, and then the implementation. Save unit MyUnit as |
|
myunit.pas (lowercase with .pas extension). |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit MyUnit; |
|
|
|
interface |
|
|
|
procedure MyProcedure(const A: Integer); |
|
function MyFunction(const S: string): string; |
|
|
|
implementation |
|
|
|
procedure MyProcedure(const A: Integer); |
|
|
|
begin |
|
WriteLn('A + 10 is: ', A + 10); |
|
end; |
|
|
|
function MyFunction(const S: string): string; |
|
|
|
begin |
|
Result := S + 'strings are automatically managed'; |
|
end; |
|
|
|
end. |
|
|
|
Final programs are saved as myprogram.lpr files ( lpr = Lazarus program file; in |
|
Delphi you would use .dpr ). Note that other conventions are possible here, e.g. some |
|
projects just use .pas for main program file, some use .pp for units or programs. I |
|
advise using .pas for units and .lpr for FPC/Lazarus programs. |
|
|
|
A program can use a unit by a uses keyword: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
program MyProgram; |
|
|
|
uses |
|
MyUnit; |
|
|
|
begin |
|
WriteLn(MyFunction('Note: ')); |
|
|
|
MyProcedure(5); |
|
end. |
|
|
|
17 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
A unit may also contain initialization and finalization sections. This is the |
|
code executed when the program starts and ends. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit initialization_finalization; |
|
|
|
interface |
|
|
|
implementation |
|
|
|
initialization |
|
WriteLn('Hello world!'); |
|
|
|
finalization |
|
WriteLn('Goodbye world!'); |
|
end. |
|
|
|
3.1. Units using each other |
|
|
|
One unit can also use another unit. Another unit can be used in the interface section, |
|
|
|
or only in the implementation section. The former allows to define new public stuff |
|
|
|
(procedures, types…) on top of another unit’s stuff. The latter is more limited (if you |
|
|
|
use a unit only in the implementation section, you can use its identifiers only in your |
|
|
|
implementation). |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit AnotherUnit; |
|
|
|
interface |
|
|
|
uses |
|
Classes; |
|
|
|
{ The "TComponent" type (class) is defined in the Classes unit. |
|
|
|
That's why we had to use the Classes unit above. } |
|
procedure DoSomethingWithComponent(var C: TComponent); |
|
|
|
implementation |
|
|
|
uses SysUtils; |
|
|
|
procedure DoSomethingWithComponent(var C: TComponent); |
|
|
|
begin |
|
{ The FreeAndNil procedure is defined in the SysUtils unit. |
|
|
|
Since we only refer to its name in the implementation, |
|
|
|
it was OK to use the SysUtils unit in the "implementation" section. } |
|
|
|
18 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
FreeAndNil(C); |
|
end; |
|
|
|
end. |
|
|
|
It is not allowed to have circular unit dependencies in the interface. That is, two |
|
|
|
units cannot use each other in the interface section. The reason is that in order to |
|
|
|
"understand" the interface section of a unit, the compiler must first "understand" all the |
|
|
|
units it uses in the interface section. Pascal language follows this rule strictly, and it |
|
|
|
allows a fast compilation and fully automatic detection on the compiler side what units |
|
need to be recompiled. There is no need to use complicated Makefile files for a |
|
simple task of compilation in Pascal, and there is no need to recompile everything just |
|
|
|
to make sure that all dependencies are updated correctly. |
|
|
|
It is OK to make a circular dependency between units when at least one "usage" is only |
|
in the implementation. So it’s OK for unit A to use unit B in the interface, and then |
|
unit B to use unit A in the implementation. |
|
|
|
3.2. Qualifying identifiers with unit name |
|
|
|
Different units may define the same identifier. To keep the code simple to read and |
|
|
|
search, you should usually avoid it, but it’s not always possible. In such cases, the last |
|
unit on the uses clause "wins", which means that the identifiers it introduces hide the |
|
same identifiers introduced by earlier units. |
|
|
|
You can always explicitly define a unit of a given identifier, by using it like |
|
MyUnit.MyIdentifier . This is the usual solution when the identifier you want to |
|
use from MyUnit is hidden by another unit. Of course you can also rearrange the |
|
order of units on your uses clause, although this can affect other declarations than the |
|
one you’re trying to fix. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
program showcolor; |
|
|
|
// Both Graphics and GoogleMapsEngine units define TColor type. |
|
uses Graphics, GoogleMapsEngine; |
|
|
|
var |
|
{ This doesn't work like we want, as TColor ends up |
|
|
|
being defined by GoogleMapsEngine. } |
|
// Color: TColor; |
|
|
|
19 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
{ This works Ok. } |
|
Color: Graphics.TColor; |
|
|
|
begin |
|
Color := clYellow; |
|
|
|
WriteLn(Red(Color), ' ', Green(Color), ' ', Blue(Color)); |
|
end. |
|
|
|
In case of units, remember that they have two uses clauses: one in the interface, and |
|
another one in the implementation. The rule later units hide the stuff from earlier units |
|
|
|
is applied here consistently, which means that units used in the implementation section |
|
|
|
can hide identifiers from units used in the interface section. However, remember that |
|
when reading the interface section, only the units used in the interface matter. |
|
This may create a confusing situation, where two seemingly-equal declarations are |
|
|
|
considered different by the compiler: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit UnitUsingColors; |
|
|
|
// INCORRECT example |
|
|
|
interface |
|
|
|
uses Graphics; |
|
|
|
procedure ShowColor(const Color: TColor); |
|
|
|
implementation |
|
|
|
uses GoogleMapsEngine; |
|
|
|
procedure ShowColor(const Color: TColor); |
|
|
|
begin |
|
// WriteLn(ColorToString(Color)); |
|
end; |
|
|
|
end. |
|
|
|
The unit Graphics (from Lazarus LCL) defines the TColor type. But the |
|
compiler will fail to compile the above unit, claiming that you don’t implement a |
|
procedure ShowColor that matches the interface declaration. The problem is that |
|
unit GoogleMapsEngine also defines a TColor type. And it is used only in the |
|
implementation section, therefore it shadows the TColor definition only in the |
|
|
|
20 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
implementation. The equivalent version of the above unit, where the error is obvious, |
|
|
|
looks like this: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit UnitUsingColors; |
|
|
|
// INCORRECT example. |
|
|
|
// This is what the compiler "sees" when trying to compile previous |
|
|
|
example |
|
|
|
interface |
|
|
|
uses Graphics; |
|
|
|
procedure ShowColor(const Color: Graphics.TColor); |
|
|
|
implementation |
|
|
|
uses GoogleMapsEngine; |
|
|
|
procedure ShowColor(const Color: GoogleMapsEngine.TColor); |
|
|
|
begin |
|
// WriteLn(ColorToString(Color)); |
|
end; |
|
|
|
end. |
|
|
|
The solution is trivial in this case, just change the implementation to explicitly |
|
use TColor from Graphics unit. You could fix it also by moving the |
|
GoogleMapsEngine usage, to the interface section and earlier than Graphics , |
|
although this could result in other consequences in real-world cases, when |
|
UnitUsingColors would define more things. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit UnitUsingColors; |
|
|
|
interface |
|
|
|
uses Graphics; |
|
|
|
procedure ShowColor(const Color: TColor); |
|
|
|
implementation |
|
|
|
21 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
uses GoogleMapsEngine; |
|
|
|
procedure ShowColor(const Color: Graphics.TColor); |
|
|
|
begin |
|
// WriteLn(ColorToString(Color)); |
|
end; |
|
|
|
end. |
|
|
|
3.3. Exposing one unit identifiers from another |
|
|
|
Sometimes you want to take an identifier from one unit, and expose it in a new unit. |
|
|
|
The end result should be that using the new unit will make the identifier available in |
|
|
|
the namespace. |
|
|
|
Sometimes this is necessary to preserve backward compatibility with previous unit |
|
|
|
versions. Sometimes it’s nice to "hide" an internal unit this way. |
|
|
|
This can be done by redefining the identifier in your new unit. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit MyUnit; |
|
|
|
interface |
|
|
|
uses Graphics; |
|
|
|
type |
|
{ Expose TColor from Graphics unit as TMyColor. } |
|
TMyColor = TColor; |
|
|
|
{ Alternatively, expose it under the same name. |
|
|
|
Qualify with unit name in this case, otherwise |
|
|
|
we would refer to ourselves with "TColor = TColor" definition. } |
|
TColor = Graphics.TColor; |
|
|
|
const |
|
{ This works with constants too. } |
|
clYellow = Graphics.clYellow; |
|
|
|
clBlue = Graphics.clBlue; |
|
|
|
implementation |
|
|
|
22 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end. |
|
|
|
Note that this trick cannot be done as easily with global procedures, functions and |
|
|
|
variables. With procedures and functions, you could expose a constant pointer to a |
|
|
|
procedure in another unit (see Section 8.2, “Callbacks (aka events, aka pointers to |
|
|
|
functions, aka procedural variables)”), but that looks quite dirty. |
|
|
|
The usual solution is then to create a trivial "wrapper" functions that underneath simply |
|
|
|
call the functions from the internal unit, passing the parameters and return values |
|
|
|
around. |
|
|
|
To make this work with global variables, one can use global (unit-level) properties, see |
|
|
|
Section 4.3, “Properties”. |
|
|
|
4. Classes |
|
|
|
4.1. Basics |
|
|
|
We have classes. At the basic level, a class is just a container for |
|
|
|
• fields (which is fancy name for "a variable inside a class"), |
|
|
|
• methods (which is fancy name for "a procedure or function inside a class"), |
|
|
|
• and properties (which is a fancy syntax for something that looks like a field, but is in |
|
|
|
fact a pair of methods to get and set something; more in Section 4.3, “Properties”). |
|
|
|
• Actually, there are more possibilities, described in Section 9.2, “More stuff inside |
|
|
|
classes and nested classes”. |
|
|
|
type |
|
TMyClass = class |
|
MyInt: Integer; // this is a field |
|
property MyIntProperty: Integer read MyInt write MyInt; // this is a |
|
|
|
property |
|
procedure MyMethod; // this is a method |
|
end; |
|
|
|
procedure TMyClass.MyMethod; |
|
|
|
begin |
|
WriteLn(MyInt + 10); |
|
end; |
|
|
|
23 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
4.2. Inheritance, is, as |
|
|
|
We have inheritance and virtual methods. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
program MyProgram; |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyClass = class |
|
MyInt: Integer; |
|
procedure MyVirtualMethod; virtual; |
|
end; |
|
|
|
TMyClassDescendant = class(TMyClass) |
|
procedure MyVirtualMethod; override; |
|
end; |
|
|
|
procedure TMyClass.MyVirtualMethod; |
|
|
|
begin |
|
WriteLn('TMyClass shows MyInt + 10: ', MyInt + 10); |
|
end; |
|
|
|
procedure TMyClassDescendant.MyVirtualMethod; |
|
|
|
begin |
|
WriteLn('TMyClassDescendant shows MyInt + 20: ', MyInt + 20); |
|
end; |
|
|
|
var |
|
C: TMyClass; |
|
|
|
begin |
|
C := TMyClass.Create; |
|
try |
|
C.MyVirtualMethod; |
|
finally |
|
FreeAndNil(C); |
|
end; |
|
|
|
C := TMyClassDescendant.Create; |
|
try |
|
C.MyVirtualMethod; |
|
finally |
|
FreeAndNil(C); |
|
|
|
24 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end; |
|
end. |
|
|
|
By default methods are not virtual, declare them with virtual to make them. |
|
Overrides must be marked with override , otherwise you will get a warning. To hide |
|
a method without overriding (usually you don’t want to do this, unless you now what |
|
you’re doing) use reintroduce . |
|
|
|
To test the class of an instance at runtime, use the is operator. To typecast the |
|
instance to a specific class, use the as operator. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
program is_as; |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyClass = class |
|
procedure MyMethod; |
|
end; |
|
|
|
TMyClassDescendant = class(TMyClass) |
|
procedure MyMethodInDescendant; |
|
end; |
|
|
|
procedure TMyClass.MyMethod; |
|
|
|
begin |
|
WriteLn('MyMethod'); |
|
end; |
|
|
|
procedure TMyClassDescendant.MyMethodInDescendant; |
|
|
|
begin |
|
WriteLn('MyMethodInDescendant'); |
|
end; |
|
|
|
var |
|
Descendant: TMyClassDescendant; |
|
|
|
C: TMyClass; |
|
|
|
begin |
|
Descendant := TMyClassDescendant.Create; |
|
try |
|
Descendant.MyMethod; |
|
|
|
Descendant.MyMethodInDescendant; |
|
|
|
25 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
{ Descendant has all functionality expected of |
|
|
|
the TMyClass, so this assignment is OK } |
|
C := Descendant; |
|
|
|
C.MyMethod; |
|
|
|
{ this cannot work, since TMyClass doesn't define this method } |
|
//C.MyMethodInDescendant; |
|
if C is TMyClassDescendant then |
|
(C as TMyClassDescendant).MyMethodInDescendant; |
|
|
|
finally |
|
FreeAndNil(Descendant); |
|
end; |
|
end. |
|
|
|
Instead of casting using X as TMyClass , you can also use the unchecked typecast |
|
TMyClass(X) . This is faster, but results in an undefined behavior if the X is not, |
|
in fact, a TMyClass descendant. So don’t use the TMyClass(X) typecast, or use |
|
it only in a code where it’s blindingly obvious that it’s correct, for example right after |
|
testing with is : |
|
|
|
if A is TMyClass then |
|
(A as TMyClass).CallSomeMethodOfMyClass; |
|
|
|
// below is marginally faster |
|
if A is TMyClass then |
|
TMyClass(A).CallSomeMethodOfMyClass; |
|
|
|
4.3. Properties |
|
|
|
Properties are a very nice "syntax sugar" to |
|
|
|
1. Make something that looks like a field (can be read and set) but underneath is |
|
|
|
realized by calling a getter and setter methods. The typical usage is to perform |
|
|
|
some side-effect (e.g. redraw the screen) each time some value changes. |
|
|
|
2. Make something that looks like a field, but is read-only. In effect, it’s like a constant |
|
|
|
or a parameter-less function. |
|
|
|
type |
|
TWebPage = class |
|
private |
|
|
|
26 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
FURL: string; |
|
FColor: TColor; |
|
function SetColor(const Value: TColor); |
|
public |
|
{ No way to set it directly. |
|
|
|
Call the Load method, like Load('http://www.freepascal.org/'), |
|
|
|
to load a page and set this property. } |
|
property URL: string read FURL; |
|
procedure Load(const AnURL: string); |
|
property Color: TColor read FColor write SetColor; |
|
end; |
|
|
|
procedure TWebPage.Load(const AnURL: string); |
|
|
|
begin |
|
FURL := AnURL; |
|
|
|
NetworkingComponent.LoadWebPage(AnURL); |
|
end; |
|
|
|
function TWebPage.SetColor(const Value: TColor); |
|
|
|
begin |
|
if FColor <> Value then |
|
begin |
|
FColor := Value; |
|
// for example, cause some update each time value changes |
|
Repaint; |
|
// as another example, make sure that some underlying instance, |
|
// like a "RenderingComponent" (whatever that is), |
|
// has a synchronized value of Color. |
|
RenderingComponent.Color := Value; |
|
end; |
|
end; |
|
|
|
Note that instead of specifying a method, you can also specify a field (typically a private |
|
field) to directly get or set. In the example above, the Color property uses a setter |
|
method SetColor . But for getting the value, the Color property refers directly to |
|
the private field FColor . Directly referring to a field is faster than implementing trivial |
|
getter or setter methods (faster for you, and faster at execution). |
|
|
|
When declaring a property you specify: |
|
|
|
1. Whether it can be read, and how (by directly reading a field, or by using a "getter" |
|
|
|
method). |
|
|
|
2. And, in a similar manner, whether it can be set, and how (by directly writing to a |
|
|
|
designated field, or by calling a "setter" method). |
|
|
|
27 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
The compiler checks that the types and parameters of indicated fields and methods |
|
match with the property type. For example, to read an Integer property you have |
|
to either provide an Integer field, or a parameter-less method that returns an |
|
Integer . |
|
|
|
Technically, for the compiler, the "getter" and "setter" methods are just normal methods |
|
|
|
and they can do absolutely anything (including side-effects or randomization). But it’s |
|
|
|
a good convention to design properties to behave more-or-less like fields: |
|
|
|
• The getter function should have no visible side-effects (e.g. it should not read some |
|
|
|
input from file / keyboard). It should be deterministic (no randomization, not even |
|
|
|
pseudo-randomization :). Reading a property many times should be valid, and return |
|
|
|
the same value, if nothing changed in-between. |
|
|
|
Note that it’s OK for getter to have some invisible side-effect, for example to cache |
|
a value of some calculation (known to produce the same results for given instance), |
|
|
|
to return it faster next time. This is in fact one of the cool possibilities of a "getter" |
|
|
|
function. |
|
|
|
• The setter function should always set the requested value, such that calling the |
|
|
|
getter yields it back. Do not reject invalid values silently in the "setter" (raise an |
|
|
|
exception if you must). Do not convert or scale the requested value. The idea is |
|
that after MyClass.MyProperty := 123; the programmer can expect that |
|
MyClass.MyProperty = 123 . |
|
|
|
• The read-only properties are often used to make some field read-only from the |
|
|
|
outside. Again, the good convention is to make it behave like a constant, at least |
|
|
|
constant for this object instance with this state. The value of the property should not |
|
|
|
change unexpectedly. Make it a function, not a property, if using it has a side effect |
|
|
|
or returns something random. |
|
|
|
• The "backing" field of a property is almost always private, since the idea of a property |
|
|
|
is to encapsulate all outside access to it. |
|
|
|
• It’s technically possible to make set-only properties, but I have not yet seen a good |
|
|
|
example of such thing:) |
|
|
|
Properties can also be defined outside of class, at a unit level. They |
|
serve an analogous purpose then: look like a global variable, but are |
|
|
|
backed by a getter and setter routines. |
|
|
|
28 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Serialization of properties |
|
|
|
Published properties are the basis of a serialization (also known as streaming |
|
components) in Pascal. Serialization means that the instance data is recorded into a |
|
|
|
stream (like a file), from which it can be later restored. |
|
|
|
Serialization is what happens when Lazarus reads (or writes) the component state from |
|
an xxx.lfm file. (In Delphi, the equivalent file has .dfm extension.) You can also |
|
use this mechanism explicitly, using routines like ReadComponentFromTextStream |
|
from the LResources unit. You can also use other serialization algorithms, e.g. |
|
FpJsonRtti unit (serializing to JSON). |
|
|
|
In the Castle Game Engine: Use the CastleComponentSerialize unit (based |
|
on FpJsonRtti ) to serialize our user-interface and transformation component |
|
hierarchies. |
|
|
|
At each property, you can declare some additional things that will be helpful for any |
|
|
|
serialization algorithm: |
|
|
|
• You can specify the property default value (using the default keyword). Note |
|
that you are still required to initialize the property in the constructor to this exact |
|
default value (it is not done automatically). The default declaration is merely an |
|
information to the serialization algorithm: "when the constructor finishes, the given |
|
|
|
property has the given value". |
|
|
|
• Whether the property should be stored at all (using the stored keyword). |
|
|
|
4.4. Exceptions - Quick Example |
|
|
|
We have exceptions. They can be caught with try … except … end clauses, and |
|
we have finally sections like try … finally … end . |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
program MyProgram; |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyClass = class |
|
|
|
29 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
procedure MyMethod; |
|
end; |
|
|
|
procedure TMyClass.MyMethod; |
|
|
|
begin |
|
if Random > 0.5 then |
|
raise Exception.Create('Raising an exception!'); |
|
end; |
|
|
|
var |
|
C: TMyClass; |
|
|
|
begin |
|
Randomize; |
|
|
|
C := TMyClass.Create; |
|
try |
|
C.MyMethod; |
|
finally |
|
FreeAndNil(C); |
|
end; |
|
end. |
|
|
|
Note that the finally clause is executed even if you exit the block using the Exit |
|
(from function / procedure / method) or Break or Continue (from loop body). |
|
|
|
See the Section 6, “Exceptions” chapter for more in-depth description of exceptions. |
|
|
|
4.5. Visibility specifiers |
|
|
|
As in most object-oriented languages, we have visibility specifiers to hide fields / |
|
|
|
methods / properties. |
|
|
|
The basic visibility levels are: |
|
|
|
public |
|
|
|
everyone can access it, including the code in other units. |
|
|
|
private |
|
|
|
only accessible in this class. |
|
|
|
protected |
|
|
|
only accessible in this class and descendants. |
|
|
|
The explanation of private and protected visibility above is not precisely true. |
|
The code in the same unit can overcome their limits, and access the private and |
|
|
|
30 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
protected stuff freely. Sometimes this is a nice feature, allows you to implement |
|
tightly-connected classes. Use strict private or strict protected to secure |
|
your classes more tightly. See the Section 9.1, “Private and strict private”. |
|
|
|
By default, if you don’t specify the visibility, then the visibility of declared stuff is |
|
public . The exception is for classes compiled with {$M+} , or descendants of |
|
classes compiled with {$M+} , which includes all descendants of TPersistent , |
|
which also includes all descendants of TComponent (since TComponent descends |
|
from TPersistent ). For them, the default visibility specifier is published , which |
|
is like public , but in addition the streaming system knows to handle this. |
|
|
|
Not every field and property type is allowed in the published section (not every |
|
type can be streamed, and only classes can be streamed from simple fields). Just use |
|
public if you don’t care about streaming but want something available to all users. |
|
|
|
4.6. Default ancestor |
|
|
|
If you don’t declare the ancestor type, every class inherits from TObject . |
|
|
|
4.7. Self |
|
|
|
The special keyword Self can be used within the class implementation to explicitly |
|
refer to your own instance. It is equivalent to this from C++, Java and similar |
|
languages. |
|
|
|
4.8. Calling inherited method |
|
|
|
Within a method implementation, if you call another method, then by default you call the |
|
method of your own class. In the example code below, TMyClass2.MyOtherMethod |
|
calls MyMethod , which ends up calling TMyClass2.MyMethod . |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils; |
|
|
|
type |
|
TMyClass1 = class |
|
procedure MyMethod; |
|
end; |
|
|
|
TMyClass2 = class(TMyClass1) |
|
procedure MyMethod; |
|
|
|
31 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
procedure MyOtherMethod; |
|
end; |
|
|
|
procedure TMyClass1.MyMethod; |
|
|
|
begin |
|
Writeln('TMyClass1.MyMethod'); |
|
end; |
|
|
|
procedure TMyClass2.MyMethod; |
|
|
|
begin |
|
Writeln('TMyClass2.MyMethod'); |
|
end; |
|
|
|
procedure TMyClass2.MyOtherMethod; |
|
|
|
begin |
|
MyMethod; // this calls TMyClass2.MyMethod |
|
end; |
|
|
|
var |
|
C: TMyClass2; |
|
|
|
begin |
|
C := TMyClass2.Create; |
|
try |
|
C.MyOtherMethod; |
|
finally FreeAndNil(C) end; |
|
end. |
|
|
|
If the method is not defined in a given class, then it calls the method of an ancestor |
|
class. In effect, when you call MyMethod on an instance of TMyClass2 , then |
|
|
|
• The compiler looks for TMyClass2.MyMethod . |
|
|
|
• If not found, it looks for TMyClass1.MyMethod . |
|
|
|
• If not found, it looks for TObject.MyMethod . |
|
|
|
• if not found, then the compilation fails. |
|
|
|
test |
|
|
|
it by commenting out |
|
|
|
You can |
|
the TMyClass2.MyMethod definition |
|
in the example above. In effect, TMyClass1.MyMethod will be called by |
|
TMyClass2.MyOtherMethod . |
|
|
|
Sometimes, you don’t want to call the method of your own class. You want to call the |
|
|
|
method of an ancestor (or ancestor’s ancestor, and so on). To do this, add the keyword |
|
inherited before the call to MyMethod , like this: |
|
|
|
32 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
inherited MyMethod; |
|
|
|
This way you force the compiler to start searching from an ancestor class. |
|
In our example, it means that compiler is searching for MyMethod inside |
|
TMyClass1.MyMethod , then TObject.MyMethod , and then gives up. It does not |
|
even consider using the implementation of TMyClass2.MyMethod . |
|
|
|
ahead, |
|
|
|
Go |
|
TMyClass2.MyOtherMethod above |
|
MyMethod , and see the difference in the output. |
|
|
|
change |
|
|
|
the |
|
|
|
implementation |
|
of |
|
to use inherited |
|
|
|
The inherited call is often used to call the ancestor method of the same name. This |
|
way the descendants can enhance the ancestors (keeping the ancestor functionality, |
|
|
|
instead of replacing the ancestor functionality). Like in the example below. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils; |
|
|
|
type |
|
TMyClass1 = class |
|
constructor Create; |
|
procedure MyMethod(const A: Integer); |
|
end; |
|
|
|
TMyClass2 = class(TMyClass1) |
|
constructor Create; |
|
procedure MyMethod(const A: Integer); |
|
end; |
|
|
|
constructor TMyClass1.Create; |
|
|
|
begin |
|
inherited Create; // this calls TObject.Create |
|
Writeln('TMyClass1.Create'); |
|
end; |
|
|
|
procedure TMyClass1.MyMethod(const A: Integer); |
|
|
|
begin |
|
Writeln('TMyClass1.MyMethod ', A); |
|
end; |
|
|
|
constructor TMyClass2.Create; |
|
|
|
begin |
|
inherited Create; // this calls TMyClass1.Create |
|
|
|
33 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Writeln('TMyClass2.Create'); |
|
end; |
|
|
|
procedure TMyClass2.MyMethod(const A: Integer); |
|
|
|
begin |
|
inherited MyMethod(A); // this calls TMyClass1.MyMethod |
|
Writeln('TMyClass2.MyMethod ', A); |
|
end; |
|
|
|
var |
|
C: TMyClass2; |
|
|
|
begin |
|
C := TMyClass2.Create; |
|
try |
|
C.MyMethod(123); |
|
finally FreeAndNil(C) end; |
|
end. |
|
|
|
Since using inherited to call a method with the same name, with the same |
|
arguments, is a very often case, there is a special shortcut for it: you can just write |
|
inherited; ( inherited keyword followed immediately by a semicolon, instead |
|
of a method name). This means "call an inherited method with the same name, passing |
|
|
|
it the same arguments as the current method". |
|
|
|
In the above example, all the inherited …; calls could be |
|
replaced by a simple inherited; . |
|
|
|
Note 1: The inherited; is really just a shortcut for calling the ancestor’s method |
|
with the same variables passed in. If you have modified your own parameter (which |
|
is possible, if the parameter is not const ), then the ancestor’s method can receive |
|
different input values from your descendant. Consider this: |
|
|
|
procedure TMyClass2.MyMethod(A: Integer); |
|
|
|
begin |
|
WriteLn('TMyClass2.MyMethod beginning ', A); |
|
|
|
A := 456; |
|
{ This calls TMyClass1.MyMethod with A = 456, |
|
|
|
regardless of the A value passed to this method |
|
|
|
(TMyClass2.MyMethod). } |
|
inherited; |
|
WriteLn('TMyClass2.MyMethod ending ', A); |
|
end; |
|
|
|
34 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Note 2: You usually want to make the MyMethod virtual when many classes (along |
|
the "inheritance chain") define it. More about the virtual methods in the section below. |
|
But the inherited keyword works regardless if the method is virtual or not. The |
|
inherited always means that the compiler starts searching for the method in an |
|
ancestor, and it makes sense for both virtual and not virtual methods. |
|
|
|
4.9. Virtual methods, override and reintroduce |
|
|
|
By default, the methods are not virtual. This is similar to C++, and unlike Java. |
|
|
|
When a method is not virtual, the compiler determines which method to call based on |
|
|
|
the currently declared class type, not based on the actually created class type. The |
|
|
|
difference seems subtle, but it’s important when your variable is declared to have a |
|
class like TFruit , but it may be in fact a descendant class like TApple . |
|
|
|
The idea of the object-oriented programming is that the descendant class is always as |
|
|
|
good as the ancestor, so the compiler allows to use a descendant class always when |
|
|
|
the ancestor is expected. When your method is not virtual, this can have undesired |
|
|
|
consequences. Consider the example below: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils; |
|
|
|
type |
|
TFruit = class |
|
procedure Eat; |
|
end; |
|
|
|
TApple = class(TFruit) |
|
procedure Eat; |
|
end; |
|
|
|
procedure TFruit.Eat; |
|
|
|
begin |
|
Writeln('Eating a fruit'); |
|
end; |
|
|
|
procedure TApple.Eat; |
|
|
|
begin |
|
Writeln('Eating an apple'); |
|
end; |
|
|
|
procedure DoSomethingWithAFruit(const Fruit: TFruit); |
|
|
|
35 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
begin |
|
Writeln('We have a fruit with class ', Fruit.ClassName); |
|
Writeln('We eat it:'); |
|
|
|
Fruit.Eat; |
|
end; |
|
|
|
var |
|
Apple: TApple; // Note: you could as well declare "Apple: TFruit" here |
|
|
|
begin |
|
Apple := TApple.Create; |
|
try |
|
DoSomethingWithAFruit(Apple); |
|
finally FreeAndNil(Apple) end; |
|
end. |
|
|
|
This example will print |
|
|
|
We have a fruit with class TApple |
|
|
|
We eat it: |
|
|
|
Eating a fruit |
|
|
|
In effect, the call Fruit.Eat called the TFruit.Eat implementation, and nothing |
|
calls the TApple.Eat implementation. |
|
|
|
If you think about how the compiler works, this is natural: when you wrote the |
|
Fruit.Eat , the Fruit variable was declared to hold a class TFruit . So the |
|
compiler was searching for the method called Eat within the TFruit class. If the |
|
TFruit class would not contain such method, the compiler would search within an |
|
ancestor ( TObject in this case). But the compiler cannot search within descendants |
|
(like TApple ), as it doesn’t know whether the actual class of Fruit is TApple , |
|
TFruit , or some other TFruit descendant (like a TOrange , not shown in the |
|
example above). |
|
|
|
In other words, the method to be called is determined at compile-time. |
|
|
|
Using the virtual methods changes this behavior. If the Eat method would be virtual |
|
(an example of it is shown below), then the actual implementation to be called is |
|
determined at runtime. If the Fruit variable will hold an instance of the class TApple |
|
(even if it’s declared as TFruit ), then the Eat method will be searched within the |
|
TApple class first. |
|
|
|
In Object Pascal, to define a method as virtual, you need to |
|
|
|
36 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
• Mark its first definition (in the top-most ancestor) with the virtual keyword. |
|
|
|
• Mark all the other definitions (in the descendants) with the override keyword. |
|
All the overridden versions must have exactly the same parameters (and return the |
|
|
|
same types, in case of functions). |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils; |
|
|
|
type |
|
TFruit = class |
|
procedure Eat; virtual; |
|
end; |
|
|
|
TApple = class(TFruit) |
|
procedure Eat; override; |
|
end; |
|
|
|
procedure TFruit.Eat; |
|
|
|
begin |
|
Writeln('Eating a fruit'); |
|
end; |
|
|
|
procedure TApple.Eat; |
|
|
|
begin |
|
Writeln('Eating an apple'); |
|
end; |
|
|
|
procedure DoSomethingWithAFruit(const Fruit: TFruit); |
|
|
|
begin |
|
Writeln('We have a fruit with class ', Fruit.ClassName); |
|
|
|
Writeln('We eat it:'); |
|
|
|
Fruit.Eat; |
|
end; |
|
|
|
var |
|
Apple: TApple; // Note: you could as well declare "Apple: TFruit" here |
|
|
|
begin |
|
Apple := TApple.Create; |
|
try |
|
DoSomethingWithAFruit(Apple); |
|
finally FreeAndNil(Apple) end; |
|
end. |
|
|
|
This example will print |
|
|
|
37 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
We have a fruit with class TApple |
|
We eat it: |
|
|
|
Eating an apple |
|
|
|
Internally, virtual methods work by having so-called virtual method table associated |
|
|
|
with each class. This table is a list of pointers to the implementations of virtual methods |
|
for this class. When calling the Eat method, the compiler looks into a virtual method |
|
table associated with the actual class of Fruit , and uses a pointer to the Eat |
|
implementation stored there. |
|
|
|
If you don’t use the override keyword, the compiler will warn you that you’re hiding |
|
(obscuring) the virtual method of an ancestor with a non-virtual definition. If you’re sure |
|
that this is what you want, you can add a reintroduce keyword. But in most cases, |
|
you will rather want to keep the method virtual, and add the override keyword, thus |
|
making sure that it’s always invoked correctly. |
|
|
|
5. Freeing classes |
|
|
|
5.1. Remember to free the class instances |
|
|
|
The class instances have to be manually freed, otherwise you get memory leaks. |
|
I advise using FPC -gl -gh options to detect memory leaks (see https://castle- |
|
engine.io/manual_optimization.php#section_memory ). |
|
|
|
Note that this doesn’t concern raised exceptions. Although you do create a class when |
|
|
|
raising an exception (and it’s a perfectly normal class, and you can create your own |
|
|
|
classes for this purpose too). But this class instance is freed automatically. |
|
|
|
5.2. How to free |
|
|
|
To free the class instance, it’s best to call FreeAndNil(A) from SysUtils unit on |
|
your class instance. It checks whether A is nil , if not — calls its destructor, and sets |
|
A to nil . So calling it many times in a row is not an error. |
|
|
|
It is more-or-less a shortcut for |
|
|
|
if A <> nil then |
|
|
|
begin |
|
A.Destroy; |
|
A := nil; |
|
|
|
38 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end; |
|
|
|
Actually, that’s an oversimplification, as FreeAndNil does a useful trick and sets the |
|
variable A to nil before calling the destructor on a suitable reference. This helps |
|
to prevent a certain class of bugs — the idea is that the "outside" code should never |
|
|
|
access a half-destructed instance of the class. |
|
|
|
Often you will also see people using the A.Free method, which is like doing |
|
|
|
if A <> nil then |
|
A.Destroy; |
|
|
|
This frees the A , unless it’s nil . |
|
|
|
Note that in normal circumstances, you should never call a method on an instance |
|
which may be nil . So the call A.Free may look suspicious at the first sight, if A can |
|
be nil . However, the Free method is an exception to this rule. It does something |
|
dirty in the implementation — namely, checks whether Self <> nil . |
|
|
|
This trick (officially allowing the method to be used with Self equal |
|
nil ) is possible only in non-virtual methods. |
|
|
|
In the implementation of such method, as long as Self = nil |
|
is possible, the method cannot call any virtual methods or access |
|
|
|
any fields, as these would cause Access Violation (Segmentation |
|
Fault) error when called on a nil instance. See the sample code |
|
method_with_self_nil.lpr 1. |
|
|
|
We discourage from using this trick in your own code (for virtual |
|
|
|
or non-virtual methods) as it is counter-intuitive to normal usage. In |
|
|
|
general all instance methods should be able to assume that they |
|
work on valid (non-nil) instance and can access fields and call any |
|
|
|
other methods (virtual or not). |
|
|
|
We advise using FreeAndNil(A) always, without exceptions, and never to call |
|
directly the Free method or Destroy destructor. |
|
|
|
The Castle Game Engine does it like that. It helps to keep a nice assertion |
|
|
|
that all references are either nil, or point to valid instances. But note that using |
|
|
|
1 |
|
|
|
https://github.com/michaliskambi/modern-pascal-introduction/blob/master/code-samples/ |
|
|
|
method_with_self_nil.lpr |
|
|
|
39 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
FreeAndNil(A) doesn’t guarantee this assertion. For example, if you copy the |
|
instance reference, and call FreeAndNil(A) on one copy, the other copy will be a |
|
non-nil dangling pointer. |
|
|
|
A := TMyClass.Create; |
|
|
|
B := A; |
|
|
|
FreeAndNil(A); |
|
|
|
// B now contains a dangling pointer |
|
|
|
More about dealing with this in the later section about "Free notification". |
|
|
|
Still, FreeAndNil(A) takes care of the most trivial cases, so it’s a good habit to use it |
|
IMHO. You will appreciate it when debuggging some errors, it is nice to easily observe |
|
" X is already freed, because X is nil now". |
|
|
|
5.3. Manual and automatic freeing |
|
|
|
In many situations, the need to free the instance is not much problem. You just write a |
|
|
|
destructor, that matches a constructor, and deallocates everything that was allocated |
|
|
|
in the constructor (or, more completely, in the whole lifetime of the class). Be careful to |
|
only free each thing once. Usually it’s a good idea to set the freed reference to nil , |
|
usually it’s most comfortable to do it by calling the FreeAndNil(A) . |
|
|
|
So, like this: |
|
|
|
uses SysUtils; |
|
|
|
type |
|
TGun = class |
|
end; |
|
|
|
TPlayer = class |
|
Gun1, Gun2: TGun; |
|
constructor Create; |
|
destructor Destroy; override; |
|
end; |
|
|
|
constructor TPlayer.Create; |
|
|
|
begin |
|
inherited; |
|
Gun1 := TGun.Create; |
|
|
|
Gun2 := TGun.Create; |
|
end; |
|
|
|
40 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
destructor TPlayer.Destroy; |
|
|
|
begin |
|
FreeAndNil(Gun1); |
|
|
|
FreeAndNil(Gun2); |
|
inherited; |
|
end; |
|
|
|
To avoid the need to explicitly free the instance, one can also use the TComponent |
|
feature of "ownership". An object that is owned will be automatically freed by the owner. |
|
|
|
The mechanism is smart and it will never free an already freed instance (so things will |
|
|
|
also work correctly if you manually free the owned object earlier). We can change the |
|
|
|
previous example to this: |
|
|
|
uses SysUtils, Classes; |
|
|
|
type |
|
TGun = class(TComponent) |
|
end; |
|
|
|
TPlayer = class(TComponent) |
|
Gun1, Gun2: TGun; |
|
constructor Create(AOwner: TComponent); override; |
|
end; |
|
|
|
constructor TPlayer.Create(AOwner: TComponent); |
|
|
|
begin |
|
inherited; |
|
Gun1 := TGun.Create(Self); |
|
|
|
Gun2 := TGun.Create(Self); |
|
end; |
|
|
|
Note that we need to override a virtual TComponent constructor here. So we cannot |
|
change the constructor parameters. (Actually, you can — declare a new constructor |
|
with reintroduce . But be careful, as some functionality, e.g. streaming, will still use |
|
the virtual constructor, so make sure it works right in either case.) |
|
|
|
Note that you can always use nil value for the owner. This way the "ownership" |
|
mechanism will not be used for this component. It makes sense if you need to |
|
use the TComponent descendant, but you want to always manually free it. To |
|
do this, you would create a component descendant like this: ManualGun := |
|
TGun.Create(nil); . |
|
|
|
41 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Another mechanism for automatic freeing is the OwnsObjects functionality (by |
|
default already true !) of list-classes like TFPGObjectList or TObjectList . So |
|
we can also write: |
|
|
|
uses SysUtils, Classes, FGL; |
|
|
|
type |
|
TGun = class |
|
end; |
|
|
|
TGunList = specialize TFPGObjectList<TGun>; |
|
|
|
TPlayer = class |
|
Guns: TGunList; |
|
|
|
Gun1, Gun2: TGun; |
|
constructor Create; |
|
destructor Destroy; override; |
|
end; |
|
|
|
constructor TPlayer.Create; |
|
|
|
begin |
|
inherited; |
|
// Actually, the parameter true (OwnsObjects) is already the default |
|
Guns := TGunList.Create(true); |
|
|
|
Gun1 := TGun.Create; |
|
|
|
Guns.Add(Gun1); |
|
|
|
Gun2 := TGun.Create; |
|
|
|
Guns.Add(Gun2); |
|
end; |
|
|
|
destructor TPlayer.Destroy; |
|
|
|
begin |
|
{ We have to take care to free the list. |
|
|
|
It will automatically free its contents. } |
|
FreeAndNil(Guns); |
|
|
|
{ No need to free the Gun1, Gun2 anymore. It's a nice habit to set to |
|
|
|
"nil" |
|
|
|
their references now, as we know they are freed. In this simple class, |
|
|
|
with so simple destructor, it's obvious that they cannot be accessed |
|
|
|
anymore -- but doing this pays off in case of larger and more |
|
|
|
complicated |
|
|
|
destructors. |
|
|
|
Alternatively, we could avoid declaring Gun1 and Gun2, |
|
|
|
42 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
and instead use Guns[0] and Guns[1] in own code. |
|
|
|
Or create a method like Gun1 that returns Guns[0]. } |
|
Gun1 := nil; |
|
Gun2 := nil; |
|
inherited; |
|
end; |
|
|
|
Beware that the list classes "ownership" mechanism is simple, and you will get an error |
|
|
|
if you free the instance using some other means, while it’s also contained within a list. |
|
Use the Extract method to remove something from a list without freeing it, thus |
|
taking the responsibility to free it yourself. |
|
|
|
In the Castle Game Engine: The descendants of TX3DNode have automatic memory |
|
management when inserted as children of another TX3DNode . The root X3D node, |
|
TX3DRootNode , is in turn usually owned by TCastleSceneCore . Some other |
|
things also have a simple ownership mechanism — look for parameters and properties |
|
called OwnsXxx . |
|
|
|
5.4. The virtual destructor called Destroy |
|
|
|
As you saw in the examples above, when the class is destroyed, its destructor |
|
called Destroy is called. |
|
|
|
In theory, you could have multiple destructors, but in practice it’s almost never a good |
|
idea. It’s much easier to have only one destructor called Destroy , which is in turn |
|
called by the Free method, which is in turn called by the FreeAndNil procedure. |
|
|
|
The Destroy destructor in the TObject is defined as a virtual method, so you |
|
should always mark it with the override keyword in all your classes (since all |
|
classes descend from TObject ). This makes the Free method work correctly. |
|
Recall how the virtual methods work from the Section 4.9, “Virtual methods, override |
|
and reintroduce”. |
|
|
|
This information about destructors is, indeed, inconsistent with the |
|
|
|
constructors. |
|
|
|
It’s normal that a class has multiple constructors. Usually they are |
|
all called Create , and only have different parameters, but it’s also |
|
OK to invent other names for constructors. |
|
|
|
Also, the Create constructor in the TObject is not virtual, so you |
|
do not mark it with override in the descendants. |
|
|
|
43 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
This all gives you a bit of extra flexibility when defining constructors. |
|
|
|
It is often not necessary to make them virtual, so by default you’re |
|
|
|
not forced to do it. |
|
|
|
Note, however, that this changes for TComponent descendants. |
|
The TComponent defines a virtual constructor Create(AOwner: |
|
TComponent) . It needs a virtual constructor in order for the |
|
streaming system to work. When defining descendants of the |
|
TComponent , you should override this constructor (and mark it with |
|
the override keyword), and perform all your initialization inside it. |
|
It is still OK to define additional constructors, but they should only act |
|
|
|
as "helpers". The instance should always work when created using |
|
the Create(AOwner: TComponent) constructor, otherwise it will |
|
not be correctly constructed when streaming. The streaming is used |
|
|
|
e.g. when saving and loading this component on a Lazarus form. |
|
|
|
5.5. Free notification |
|
|
|
If you copy a reference to the instance, such that you have two references to the same |
|
|
|
memory, and then one of them is freed — the other one becomes a "dangling pointer". It |
|
|
|
should not be accessed, as it points to a memory that is no longer allocated. Accessing |
|
|
|
it may result in a runtime error, or garbage being returned (as the memory may be |
|
|
|
reused for other stuff in your program). |
|
|
|
Using the FreeAndNil to free the instance doesn’t help here. FreeAndNil sets |
|
to nil only the reference it got — there’s no way for it to set all other references |
|
automatically. Consider this code: |
|
|
|
var |
|
Obj1, Obj2: TObject; |
|
|
|
begin |
|
Obj1 := TObject.Create; |
|
|
|
Obj2 := Obj1; |
|
|
|
FreeAndNil(Obj1); |
|
|
|
// what happens if we access Obj1 or Obj2 here? |
|
end; |
|
|
|
44 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
1. At the end of this block, the Obj1 is nil . If some code has to access it, it can |
|
reliably use if Obj1 <> nil then … to avoid calling methods on a freed |
|
instance, like |
|
|
|
if Obj1 <> nil then |
|
WriteLn(Obj1.ClassName); |
|
|
|
Trying to access a field of a nil instance results in a predictable exception at |
|
runtime. So even if some code will not check Obj1 <> nil , and will blindly access |
|
Obj1 field, you will get a clear exception at runtime. |
|
|
|
Same goes for calling a virtual method, or calling a non-virtual method that |
|
accessed a field of a nil instance. |
|
|
|
2. With Obj2 , things are less predictable. It’s not nil , but it’s invalid. Trying |
|
to access a field of a non-nil invalid instance results in an unpredictable |
|
|
|
behavior — maybe an access violation exception, maybe a garbage data returned. |
|
|
|
There are various solutions to it: |
|
|
|
• One solution is to, well, be careful and read the documentation. Don’t assume |
|
|
|
anything about the lifetime of the reference, if it’s created by other code. If a class |
|
TCar has a field pointing to some instance of TWheel , it’s a convention that the |
|
reference to wheel is valid as long as the reference to car exists, and the car will |
|
|
|
free its wheels inside its destructor. But that’s just a convention, the documentation |
|
|
|
should mention if there’s something more complicated going on. |
|
|
|
• In the above example, right after freeing the Obj1 instance, you can simply set the |
|
|
|
Obj2 variable explicitly to nil . That’s trivial in this simple case. |
|
|
|
• The most future-proof solution is to use TComponent class "free notification" |
|
mechanism. One component can be notified when another component is freed, and |
|
thus set its reference to nil . |
|
|
|
Thus you get something like a weak reference. It can cope with various usage |
|
|
|
scenarios, for example you can let the code from outside of the class to set your |
|
|
|
reference, and the outside code can also free the instance at anytime. |
|
|
|
This requires both classes to descend from TComponent . Using it in general |
|
boils down to calling FreeNotification , RemoveFreeNotification , and |
|
overriding Notification . |
|
|
|
45 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Here’s a complete example, showing how to use this mechanism, together with |
|
|
|
constructor / destructor and a setter property. Sometimes it can be done simpler, |
|
|
|
but this is the full-blown version that is always correct:) |
|
|
|
type |
|
TControl = class(TComponent) |
|
end; |
|
|
|
TContainer = class(TComponent) |
|
private |
|
FSomeSpecialControl: TControl; |
|
procedure SetSomeSpecialControl(const Value: TControl); |
|
protected |
|
procedure Notification(AComponent: TComponent; Operation: |
|
TOperation); override; |
|
public |
|
destructor Destroy; override; |
|
property SomeSpecialControl: TControl |
|
read FSomeSpecialControl write SetSomeSpecialControl; |
|
end; |
|
|
|
implementation |
|
|
|
procedure TContainer.Notification(AComponent: TComponent; Operation: |
|
TOperation); |
|
|
|
begin |
|
inherited; |
|
if (Operation = opRemove) and (AComponent = FSomeSpecialControl) then |
|
{ set to nil by SetSomeSpecialControl to clean nicely } |
|
SomeSpecialControl := nil; |
|
end; |
|
|
|
procedure TContainer.SetSomeSpecialControl(const Value: TControl); |
|
|
|
begin |
|
if FSomeSpecialControl <> Value then |
|
begin |
|
if FSomeSpecialControl <> nil then |
|
FSomeSpecialControl.RemoveFreeNotification(Self); |
|
|
|
FSomeSpecialControl := Value; |
|
if FSomeSpecialControl <> nil then |
|
FSomeSpecialControl.FreeNotification(Self); |
|
end; |
|
end; |
|
|
|
46 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
destructor TContainer.Destroy; |
|
|
|
begin |
|
{ set to nil by SetSomeSpecialControl, to detach free notification } |
|
SomeSpecialControl := nil; |
|
inherited; |
|
end; |
|
|
|
5.6. Free notification observer (Castle Game Engine) |
|
|
|
In Castle Game Engine we encourage to use TFreeNotificationObserver |
|
from CastleClassUtils unit instead of directly calling FreeNotification , |
|
RemoveFreeNotification and overriding Notification . |
|
|
|
In general using TFreeNotificationObserver looks a bit simpler than using |
|
FreeNotification mechanism directly (though I admit it is a matter of taste). But |
|
in particular when the same class instance must be observed because of multiple |
|
reasons then TFreeNotificationObserver is much simpler to use (directly using |
|
FreeNotification in this case can get complicated, as you have to watch to not |
|
unregister the notification too soon). |
|
|
|
This is the example code using TFreeNotificationObserver , to achieve the |
|
same effect as example in the previous section: |
|
|
|
type |
|
TControl = class(TComponent) |
|
end; |
|
|
|
TContainer = class(TComponent) |
|
private |
|
FSomeSpecialControlObserver: TFreeNotificationObserver; |
|
FSomeSpecialControl: TControl; |
|
procedure SetSomeSpecialControl(const Value: TControl); |
|
procedure SomeSpecialControlFreeNotification(const Sender: |
|
TFreeNotificationObserver); |
|
public |
|
constructor Create(AOwner: TComponent); override; |
|
property SomeSpecialControl: TControl |
|
read FSomeSpecialControl write SetSomeSpecialControl; |
|
end; |
|
|
|
implementation |
|
|
|
47 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
uses CastleComponentSerialize; |
|
|
|
constructor TContainer.Create(AOwner: TComponent); |
|
|
|
begin |
|
inherited; |
|
FSomeSpecialControlObserver := TFreeNotificationObserver.Create(Self); |
|
FSomeSpecialControlObserver.OnFreeNotification := {$ifdef FPC}@{$endif} |
|
SomeSpecialControlFreeNotification; |
|
end; |
|
|
|
procedure TContainer.SetSomeSpecialControl(const Value: TControl); |
|
|
|
begin |
|
if FSomeSpecialControl <> Value then |
|
begin |
|
FSomeSpecialControl := Value; |
|
|
|
FSomeSpecialControlObserver.Observed := Value; |
|
end; |
|
end; |
|
|
|
procedure TContainer.SomeSpecialControlFreeNotification(const Sender: |
|
TFreeNotificationObserver); |
|
|
|
begin |
|
// set property to nil when the referenced component is freed |
|
SomeSpecialControl := nil; |
|
end; |
|
|
|
See https://castle-engine.io/custom_components . |
|
|
|
6. Exceptions |
|
|
|
6.1. Overview |
|
|
|
Exceptions allow to interrupt the normal execution of the code. |
|
|
|
• At any point within the program, you can raise an exception using the raise |
|
keyword. In effect the lines of code following the raise … call will not execute. |
|
|
|
• An exception may be caught using a try … except … end construction. |
|
Catching an exception means that you somehow "deal" with exception, and the |
|
|
|
following code should execute as usual, the exception is no longer propagated |
|
|
|
upward. |
|
|
|
Note: If an exception is raised but never caught, it will cause the entire application |
|
|
|
to stop with an error. |
|
|
|
48 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
# But in LCL applications, the exceptions are always caught around events (and |
|
|
|
cause LCL dialog box) if you don’t catch them earlier. |
|
|
|
# In Castle Game Engine applications using CastleWindow , we similarly always |
|
|
|
catch exceptions around your events (and display proper dialog box). |
|
|
|
# So it is not so easy to make an exception that is not caught anywhere (not caught |
|
|
|
in your code, LCL code, CGE code…). |
|
|
|
• Although an exception breaks the execution, you can use the try … finally … |
|
end construction to execute some code always, even if the code was interrupted |
|
by an exception. |
|
|
|
The try … finally … end construction also works when code is interrupted |
|
by Break or Continue or Exit keywords. The point is to always execute code |
|
in the finally section. |
|
|
|
An "exception" is, in general, any class instance. |
|
|
|
• The compiler does not enforce any particular class. You just must call raise XXX |
|
where XXX is an instance of any class. Any class (so, anything descending from |
|
TObject ) is fine. |
|
|
|
• It is a standard convention for exception classes to descend from a special |
|
Exception class. The Exception class extends TObject , adding a string |
|
Message property and a constructor to easily set this property. All exceptions |
|
raised by the standard library descend from Exception . We advise to follow this |
|
convention. |
|
|
|
• Exception classes (by convention) have names that start with E , not T . Like |
|
|
|
ESomethingBadHappened . |
|
|
|
• The compiler will automatically free exception object when it is handled. Don’t free |
|
|
|
it yourself. |
|
|
|
In most cases, you just construct the object at the same time when you call raise , |
|
like raise ESomethingBadHappened.Create('Description of what |
|
bad thing happened.') . |
|
|
|
6.2. Raising |
|
|
|
If you want to raise your own exception, declare it and call raise … when appropriate: |
|
|
|
type |
|
|
|
49 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
EInvalidParameter = class(Exception); |
|
|
|
function ReadParameter: String; |
|
|
|
begin |
|
Result := Readln; |
|
if Pos(' ', Result) <> 0 then |
|
raise EInvalidParameter.Create('Invalid parameter, space is not |
|
allowed'); |
|
end; |
|
|
|
Note that the expression following the raise should be a valid class instance to raise. |
|
You will almost always create the exception instance here. |
|
|
|
You can also use the CreateFmt constructor, which is a comfortable shortcut to |
|
Create(Format(MessageFormat, MessageArguments)) . This is a common |
|
way to provide more information to the exception message. We can improve the |
|
|
|
previous example like this: |
|
|
|
type |
|
EInvalidParameter = class(Exception); |
|
|
|
function ReadParameter: String; |
|
|
|
begin |
|
Result := Readln; |
|
if Pos(' ', Result) <> 0 then |
|
raise EInvalidParameter.CreateFmt('Invalid parameter %s, space is not |
|
allowed', [Result]); |
|
end; |
|
|
|
6.3. Catching |
|
|
|
You can catch an exception like this: |
|
|
|
var |
|
Parameter1, Parameter2, Parameter3: String; |
|
|
|
begin |
|
try |
|
WriteLn('Input 1st parameter:'); |
|
|
|
Parameter1 := ReadParameter; |
|
|
|
WriteLn('Input 2nd parameter:'); |
|
|
|
Parameter2 := ReadParameter; |
|
|
|
WriteLn('Input 3rd parameter:'); |
|
|
|
50 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Parameter3 := ReadParameter; |
|
except |
|
// capture EInvalidParameter raised by one of the above ReadParameter |
|
|
|
calls |
|
on EInvalidParameter do |
|
WriteLn('EInvalidParameter exception occurred'); |
|
end; |
|
end; |
|
|
|
To improve the above example, we can declare the name for the exception instance |
|
(we will use E in the example). This way we can print the exception message: |
|
|
|
try |
|
... |
|
|
|
except |
|
on E: EInvalidParameter do |
|
WriteLn('EInvalidParameter exception occurred with message: ' + |
|
E.Message); |
|
end; |
|
|
|
One could also test for multiple exception classes: |
|
|
|
try |
|
... |
|
|
|
except |
|
on E: EInvalidParameter do |
|
WriteLn('EInvalidParameter exception occurred with message: ' + |
|
E.Message); |
|
on E: ESomeOtherException do |
|
WriteLn('ESomeOtherException exception occurred with message: ' + |
|
E.Message); |
|
end; |
|
|
|
You can also react to any exception raised, if you don’t use any on expression: |
|
|
|
try |
|
... |
|
|
|
except |
|
WriteLn('Warning: Some exception occurred'); |
|
end; |
|
|
|
// WARNING: DO NOT FOLLOW THIS EXAMPLE WITHOUT READING A WARNING BELOW |
|
|
|
// ABOUT "CAPTURING ALL EXCEPTIONS" |
|
|
|
51 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
In general you should only catch exceptions of a specific class, that signal a particular |
|
|
|
problem that you know what to do with. Be careful with catching exceptions of a general |
|
type (like catching any Exception or any TObject ), as you may easily catch too |
|
much, and later cause troubles when debugging other problems. As in all programming |
|
|
|
languages with exceptions, the good rule to follow is to never capture an exception that |
|
|
|
you do not know how to handle. In particular, do not capture an exception just as a |
|
|
|
simple workaround of the problem, without investigating first why the exception occurs. |
|
|
|
• Does the exception indicate a problem in user input? Then you should report it to |
|
|
|
user. |
|
|
|
• Does the exception indicate a bug in your code? Then you should fix the code, to |
|
|
|
avoid the exception from happening at all. |
|
|
|
Another way to capture all exceptions is to use: |
|
|
|
try |
|
... |
|
|
|
except |
|
on E: TObject do |
|
WriteLn('Warning: Some exception occurred'); |
|
end; |
|
|
|
// WARNING: DO NOT FOLLOW THIS EXAMPLE WITHOUT READING A WARNING ABOVE |
|
|
|
// ABOUT "CAPTURING ALL EXCEPTIONS" |
|
|
|
Although usually it is enough to capture Exception : |
|
|
|
try |
|
... |
|
|
|
except |
|
on E: Exception do |
|
WriteLn('Warning: Some exception occurred: ' + E.ClassName + ', |
|
message: ' + E.Message); |
|
end; |
|
|
|
// WARNING: DO NOT FOLLOW THIS EXAMPLE WITHOUT READING A WARNING ABOVE |
|
|
|
// ABOUT "CAPTURING ALL EXCEPTIONS" |
|
|
|
You can "re-raise" the exception in the except … end block, if you decide so. You |
|
can just do raise E if the exception instance is E , you can also just use parameter- |
|
less raise . For example: |
|
|
|
try |
|
|
|
52 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
... |
|
|
|
except |
|
on E: EInvalidSoundFile do |
|
begin |
|
if E.InvalidUrl = 'http://example.com/blablah.wav' then |
|
WriteLn('Warning: loading http://example.com/blablah.wav failed, |
|
|
|
ignore it') |
|
else |
|
raise; |
|
end; |
|
end; |
|
|
|
Note that, although the exception is an instance of an object, you should never manually |
|
|
|
free it after raising. The compiler will generate proper code that makes sure to free the |
|
|
|
exception object once it’s handled. |
|
|
|
6.4. Finally (doing things regardless if an exception occurred) |
|
|
|
Often you use try .. finally .. end construction to free an instance of some |
|
object, regardless if an exception occurred when using this object. The way to write |
|
|
|
it looks like this: |
|
|
|
procedure MyProcedure; |
|
|
|
var |
|
MyInstance: TMyClass; |
|
|
|
begin |
|
MyInstance := TMyClass.Create; |
|
try |
|
MyInstance.DoSomething; |
|
|
|
MyInstance.DoSomethingElse; |
|
finally |
|
FreeAndNil(MyInstance); |
|
end; |
|
end; |
|
|
|
This works reliably always, and does not cause memory |
|
MyInstance.DoSomething or MyInstance.DoSomethingElse |
|
exception. |
|
|
|
leaks, even |
|
|
|
if |
|
|
|
raise an |
|
|
|
Note that this takes into account that local variables, like MyInstance above, have |
|
undefined values (may contain random "memory garbage") before the first assignment. |
|
|
|
That is, writing something like this would not be valid: |
|
|
|
53 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
// INCORRECT EXAMPLE: |
|
procedure MyProcedure; |
|
|
|
var |
|
MyInstance: TMyClass; |
|
|
|
begin |
|
try |
|
CallSomeOtherProcedure; |
|
|
|
MyInstance := TMyClass.Create; |
|
|
|
MyInstance.DoSomething; |
|
|
|
MyInstance.DoSomethingElse; |
|
finally |
|
FreeAndNil(MyInstance); |
|
end; |
|
end; |
|
|
|
is not |
|
|
|
if an exception occurs within |
|
The above example |
|
valid: |
|
TMyClass.Create (a constructor may also raise an exception), or within the |
|
CallSomeOtherProcedure , then the MyInstance variable is not initialized. |
|
Calling FreeAndNil(MyInstance) will try to call destructor of MyInstance , |
|
which will most likely crash with Access Violation (Segmentation Fault) error. In effect, |
|
|
|
one exception causes another exception, which will make the error report not very |
|
|
|
useful: you will not see the message of the original exception. |
|
|
|
Sometimes it is justified to fix the above code by first initializing all local variables to |
|
nil (on which calling FreeAndNil is safe, and will not do anything). This makes |
|
sense if you free a lot of class instances. So the two code examples below work equally |
|
|
|
well: |
|
|
|
procedure MyProcedure; |
|
|
|
var |
|
MyInstance1: TMyClass1; |
|
|
|
MyInstance2: TMyClass2; |
|
|
|
MyInstance3: TMyClass3; |
|
|
|
begin |
|
MyInstance1 := TMyClass1.Create; |
|
try |
|
MyInstance1.DoSomething; |
|
|
|
MyInstance2 := TMyClass2.Create; |
|
try |
|
MyInstance2.DoSomethingElse; |
|
|
|
MyInstance3 := TMyClass3.Create; |
|
|
|
54 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
try |
|
MyInstance3.DoYetAnotherThing; |
|
finally |
|
FreeAndNil(MyInstance3); |
|
end; |
|
finally |
|
FreeAndNil(MyInstance2); |
|
end; |
|
finally |
|
FreeAndNil(MyInstance1); |
|
end; |
|
end; |
|
|
|
It is probably more readable in the form below: |
|
|
|
procedure MyProcedure; |
|
|
|
var |
|
MyInstance1: TMyClass1; |
|
|
|
MyInstance2: TMyClass2; |
|
|
|
MyInstance3: TMyClass3; |
|
|
|
begin |
|
MyInstance1 := nil; |
|
MyInstance2 := nil; |
|
MyInstance3 := nil; |
|
try |
|
MyInstance1 := TMyClass1.Create; |
|
|
|
MyInstance1.DoSomething; |
|
|
|
MyInstance2 := TMyClass2.Create; |
|
|
|
MyInstance2.DoSomethingElse; |
|
|
|
MyInstance3 := TMyClass3.Create; |
|
MyInstance3.DoYetAnotherThing; |
|
finally |
|
FreeAndNil(MyInstance3); |
|
|
|
FreeAndNil(MyInstance2); |
|
|
|
FreeAndNil(MyInstance1); |
|
end; |
|
end; |
|
|
|
In this simple example, you could also make a valid argument that |
|
|
|
the code should be split into 3 separate procedures, one calling each |
|
|
|
other. |
|
|
|
55 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
The final section in the try .. finally .. end block executes in most possible |
|
scenarios when you leave the main code. Consider this: |
|
|
|
try |
|
A; |
|
|
|
finally |
|
B; |
|
end; |
|
|
|
So B will execute if |
|
|
|
• The A raised (and didn’t catch) an exception. |
|
|
|
• Or you will call Exit or (if you’re in the loop) Break or Continue right after |
|
|
|
calling A . |
|
|
|
• Or none of the above happened, and the code in A just executed without any |
|
|
|
exception, and you didn’t call Exit , Break or Continue either. |
|
|
|
The only way to really avoid the B being executed is to unconditionally interrupt the |
|
application process using Halt or some platform-specific APIs (like libc exit on Unix 2) |
|
inside A . Which generally shall not be done — it’s more flexible to use exceptions to |
|
interrupt the application, because it allows some other code to have a chance to clean |
|
|
|
up. |
|
|
|
The try .. finally .. end doesn’t catch the exception. |
|
The exception will still propagate upward, and can be caught by the |
|
try .. except .. end block outside of this one. |
|
|
|
An example of try .. finally .. end together with Exit calls: |
|
|
|
procedure MyProcedure; |
|
|
|
begin |
|
try |
|
WriteLn('Do something'); |
|
Exit; |
|
WriteLn('This will not happen'); |
|
finally |
|
WriteLn('This will happen regardless if we have left the block through |
|
|
|
Exception, Exit, Continue, Break, etc.'); |
|
end; |
|
|
|
2 |
|
|
|
https://www.man7.org/linux/man-pages/man3/exit.3.html |
|
|
|
56 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
WriteLn('This will not happen'); |
|
end; |
|
|
|
See the Section 6, “Exceptions” chapter for more in-depth description of exceptions |
|
including how to raise them and use try … except … end to catch them. |
|
|
|
6.5. How the exceptions are displayed by various libraries |
|
|
|
• In case of Lazarus LCL, |
|
|
|
the exceptions raised during events (various |
|
to OnXxx properties of LCL components) will be |
|
captured and will result in a nice dialog message, that allows the user |
|
|
|
callbacks assigned |
|
|
|
to continue and stop the application. This means that your own exceptions |
|
do not "get out" from Application.ProcessMessages , so they do not |
|
automatically break the application. You can configure what happens using |
|
TApplicationProperties.OnException . |
|
|
|
• Similarly in case of Castle Game Engine with CastleWindow : the exception is |
|
internally captured and results in nice error message. So exceptions do not "get out" |
|
from Application.ProcessMessages . Again, you can configure what happens |
|
using Application.OnException . |
|
|
|
• Some other GUI libraries may do a similar thing to above. |
|
|
|
• In case of other applications, you can configure how the exception is displayed by |
|
|
|
assigning a global callback to OnHaltProgram . |
|
|
|
7. Run-time library |
|
|
|
7.1. Input/output using streams |
|
|
|
Modern programs should use TStream class and its many descendants to do input / |
|
output. It has many useful descendants, like TFileStream , TMemoryStream , |
|
TStringStream . |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils, Classes; |
|
|
|
var |
|
S: TStream; |
|
InputInt, OutputInt: Integer; |
|
|
|
begin |
|
InputInt := 666; |
|
|
|
57 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
S := TFileStream.Create('my_binary_file.data', fmCreate); |
|
try |
|
S.WriteBuffer(InputInt, SizeOf(InputInt)); |
|
finally |
|
FreeAndNil(S); |
|
end; |
|
|
|
S := TFileStream.Create('my_binary_file.data', fmOpenRead); |
|
try |
|
S.ReadBuffer(OutputInt, SizeOf(OutputInt)); |
|
finally |
|
FreeAndNil(S); |
|
end; |
|
|
|
WriteLn('Read from file got integer: ', OutputInt); |
|
end. |
|
|
|
In the Castle Game Engine: You should use the Download function to create a |
|
stream that obtains data from any URL. Regular files, HTTP and HTTPS resources, |
|
|
|
Android assets and more are supported this way. Moreover, to open the resource inside |
|
your game data (in the data subdirectory) use the special castle-data:/xxx |
|
URL. Examples: |
|
|
|
EnableNetwork := true; |
|
|
|
S := Download('https://castle-engine.io/latest.zip'); |
|
|
|
S := Download('file:///home/michalis/my_binary_file.data'); |
|
|
|
S := Download('castle-data:/gui/my_image.png'); |
|
|
|
To read text files, we advise using the TTextReader class. It provides a line-oriented |
|
API, and wraps a TStream inside. The TTextReader constructor can take a ready |
|
URL, or you can pass there your custom TStream source. |
|
|
|
Text := TTextReader.Create('castle-data:/my_data.txt'); |
|
|
|
try |
|
while not Text.Eof do |
|
WriteLnLog('NextLine', Text.ReadLn); |
|
|
|
finally |
|
FreeAndNil(Text); |
|
|
|
58 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end; |
|
|
|
7.2. Containers (lists, dictionaries) using generics |
|
|
|
The language and run-time library offer various flexible containers. There are a number |
|
of non-generic classes (like TList and TObjectList from the Contnrs unit), |
|
there are also dynamic arrays ( array of TMyType ). But to get the most flexibility |
|
and type-safety, I advise using generic containers for most of your needs. |
|
|
|
The generic containers give you a lot of helpful methods to add, remove, iterate, search, |
|
|
|
sort… The compiler also knows (and checks) that the container holds only items of the |
|
|
|
appropriate type. |
|
|
|
There are three libraries providing generics containers in FPC now: |
|
|
|
• Generics.Collections unit and friends (since FPC >= 3.2.0) |
|
|
|
• FGL unit |
|
|
|
• GVector unit and friends (together in fcl-stl ) |
|
|
|
We advise using the Generics.Collections unit. The generic containers it |
|
implements are |
|
|
|
• packed with useful features, |
|
|
|
• very efficient (in particular important for accessing dictionaries by keys), |
|
|
|
• compatible between FPC and Delphi, |
|
|
|
• the naming is consistent with other parts of the standard library (like the non-generic |
|
|
|
containers from the Contnrs unit). |
|
|
|
In the Castle Game Engine: We use the Generics.Collections intensively |
|
throughout the engine, and advise you to use Generics.Collections in your |
|
applications too! |
|
|
|
Most important classes from the Generics.Collections unit are: |
|
|
|
TList |
|
|
|
A generic list of types. |
|
|
|
TObjectList |
|
|
|
A generic list of object instances. It can "own" children, which means that it will free |
|
them automatically. |
|
|
|
TDictionary |
|
|
|
A generic dictionary. |
|
|
|
59 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
TObjectDictionary |
|
|
|
A generic dictionary, that can "own" the keys and/or values. |
|
|
|
Here’s how to you use a simple generic TObjectList : |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils, Generics.Collections; |
|
|
|
type |
|
TApple = class |
|
Name: string; |
|
end; |
|
|
|
TAppleList = specialize TObjectList<TApple>; |
|
|
|
var |
|
A: TApple; |
|
|
|
Apples: TAppleList; |
|
|
|
begin |
|
Apples := TAppleList.Create(true); |
|
try |
|
A := TApple.Create; |
|
A.Name := 'my apple'; |
|
Apples.Add(A); |
|
|
|
A := TApple.Create; |
|
A.Name := 'another apple'; |
|
Apples.Add(A); |
|
|
|
Writeln('Count: ', Apples.Count); |
|
Writeln(Apples[0].Name); |
|
Writeln(Apples[1].Name); |
|
finally FreeAndNil(Apples) end; |
|
end. |
|
|
|
Note that some operations require comparing two items, like sorting and searching (e.g. |
|
by Sort and IndexOf methods). The Generics.Collections containers use |
|
for this a comparer. The default comparer is reasonable for all types, even for records |
|
|
|
(in which case it compares memory contents, which is a reasonable default at least for |
|
searching using IndexOf ). |
|
|
|
When sorting the list you can provide a custom comparer as a parameter. The comparer |
|
is a class implementing the IComparer interface. In practice, you usually define |
|
|
|
60 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
the appropriate callback, and use TComparer<T>.Construct method to wrap this |
|
callback into an IComparer instance. An example of doing this is below: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils, Generics.Defaults, Generics.Collections; |
|
|
|
type |
|
TApple = class |
|
Name: string; |
|
end; |
|
|
|
TAppleList = specialize TObjectList<TApple>; |
|
|
|
function CompareApples(constref Left, Right: TApple): Integer; |
|
|
|
begin |
|
Result := AnsiCompareStr(Left.Name, Right.Name); |
|
end; |
|
|
|
type |
|
TAppleComparer = specialize TComparer<TApple>; |
|
|
|
var |
|
A: TApple; |
|
|
|
L: TAppleList; |
|
|
|
begin |
|
L := TAppleList.Create(true); |
|
try |
|
A := TApple.Create; |
|
A.Name := '11'; |
|
L.Add(A); |
|
|
|
A := TApple.Create; |
|
A.Name := '33'; |
|
L.Add(A); |
|
|
|
A := TApple.Create; |
|
A.Name := '22'; |
|
L.Add(A); |
|
|
|
L.Sort(TAppleComparer.Construct(@CompareApples)); |
|
|
|
Writeln('Count: ', L.Count); |
|
Writeln(L[0].Name); |
|
Writeln(L[1].Name); |
|
Writeln(L[2].Name); |
|
finally FreeAndNil(L) end; |
|
|
|
61 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end. |
|
|
|
The TDictionary class implements a dictionary, also known as a map (key |
|
→ value), also known as an associative array. Its API is a bit similar to the C# |
|
TDictionary class. It has useful iterators for keys, values, and pairs of key#value. |
|
|
|
An example code using a dictionary: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils, Generics.Collections; |
|
|
|
type |
|
TApple = class |
|
Name: string; |
|
end; |
|
|
|
TAppleDictionary = specialize TDictionary<string, TApple>; |
|
|
|
var |
|
Apples: TAppleDictionary; |
|
|
|
A, FoundA: TApple; |
|
|
|
ApplePair: TAppleDictionary.TDictionaryPair; |
|
AppleKey: string; |
|
|
|
begin |
|
Apples := TAppleDictionary.Create; |
|
try |
|
A := TApple.Create; |
|
A.Name := 'my apple'; |
|
Apples.AddOrSetValue('apple key 1', A); |
|
|
|
if Apples.TryGetValue('apple key 1', FoundA) then |
|
Writeln('Found apple under key "apple key 1" with name: ' + |
|
FoundA.Name); |
|
|
|
for AppleKey in Apples.Keys do |
|
Writeln('Found apple key: ' + AppleKey); |
|
for A in Apples.Values do |
|
Writeln('Found apple value: ' + A.Name); |
|
for ApplePair in Apples do |
|
Writeln('Found apple key->value: ' + |
|
ApplePair.Key + '->' + ApplePair.Value.Name); |
|
|
|
{ Line below works too, but it can only be used to set |
|
|
|
an *existing* dictionary key. |
|
|
|
Instead of this, usually use AddOrSetValue |
|
|
|
62 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
to set or add a new key, as necessary. } |
|
// Apples['apple key 1'] := ... ; |
|
|
|
Apples.Remove('apple key 1'); |
|
|
|
{ Note that the TDictionary doesn't own the items, |
|
|
|
you need to free them yourself. |
|
|
|
We could use TObjectDictionary to have automatic ownership |
|
|
|
mechanism. } |
|
A.Free; |
|
finally FreeAndNil(Apples) end; |
|
end. |
|
|
|
The TObjectDictionary can additionally own the dictionary keys and/or values, |
|
which means that they will be automatically freed. Be careful to only own keys and/ |
|
|
|
or values if they are object instances. If you set to "owned" some other type, like an |
|
Integer (for example, if your keys are Integer , and you include doOwnsKeys ), |
|
you will get a nasty crash when the code executes. |
|
|
|
An example code using |
|
|
|
the TObjectDictionary |
|
|
|
is below. Compile |
|
|
|
this example with memory |
|
leak detection, |
|
-gh |
|
generics_object_dictionary.lpr , to see that everything is freed when |
|
program exits. |
|
|
|
like fpc |
|
|
|
-gl |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
uses SysUtils, Generics.Collections; |
|
|
|
type |
|
TApple = class |
|
Name: string; |
|
end; |
|
|
|
TAppleDictionary = specialize TObjectDictionary<string, TApple>; |
|
|
|
var |
|
Apples: TAppleDictionary; |
|
|
|
A: TApple; |
|
|
|
ApplePair: TAppleDictionary.TDictionaryPair; |
|
|
|
begin |
|
Apples := TAppleDictionary.Create([doOwnsValues]); |
|
try |
|
A := TApple.Create; |
|
A.Name := 'my apple'; |
|
Apples.AddOrSetValue('apple key 1', A); |
|
|
|
63 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
for ApplePair in Apples do |
|
Writeln('Found apple key->value: ' + |
|
ApplePair.Key + '->' + ApplePair.Value.Name); |
|
|
|
Apples.Remove('apple key 1'); |
|
finally FreeAndNil(Apples) end; |
|
end. |
|
|
|
If you prefer using the FGL unit instead of Generics.Collections , the most |
|
important classes from the FGL unit are: |
|
|
|
TFPGList |
|
|
|
A generic list of types. |
|
|
|
TFPGObjectList |
|
|
|
A generic list of object instances. It can "own" children. |
|
|
|
TFPGMap |
|
|
|
A generic dictionary. |
|
|
|
In FGL unit, the TFPGList can be only used for types for which the equality operator |
|
(=) is defined. For TFPGMap the "greater than" (>) and "less than" (<) operators must |
|
be defined for the key type. If you want to use these lists with types that don’t have |
|
|
|
built-in comparison operators (e.g. with records), you have to overload their operators |
|
|
|
as shown in the Section 8.9, “Operator overloading”. |
|
|
|
In the Castle Game Engine we include a unit CastleGenericLists that adds |
|
TGenericStructList and TGenericStructMap classes. They are similar |
|
to TFPGList and TFPGMap , but they do not require a definition of the |
|
comparison operators for the appropriate type (instead, they compare memory |
|
|
|
contents, which is often appropriate for records or method pointers). But the |
|
CastleGenericLists unit is deprecated since the engine version 6.3, as we advise |
|
using Generics.Collections instead. |
|
|
|
If you want to know more about the generics, see Section 8.3, “Generics”. |
|
|
|
7.3. Cloning: TPersistent.Assign |
|
|
|
Copying the class instances by a simple assignment operator copies the reference. |
|
|
|
var |
|
X, Y: TMyObject; |
|
|
|
begin |
|
|
|
64 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
X := TMyObject.Create; |
|
|
|
Y := X; |
|
// X and Y are now two pointers to the same data |
|
Y.MyField := 123; // this also changes X.MyField |
|
FreeAndNil(X); |
|
end; |
|
|
|
To copy the class instance contents, the standard approach is to derive your |
|
class from TPersistent , and override its Assign method. Once it’s implemented |
|
properly in TMyObject , you use it like this: |
|
|
|
var |
|
X, Y: TMyObject; |
|
|
|
begin |
|
X := TMyObject.Create; |
|
Y := TMyObject.Create; |
|
|
|
Y.Assign(X); |
|
Y.MyField := 123; // this does not change X.MyField |
|
FreeAndNil(X); |
|
|
|
FreeAndNil(Y); |
|
end; |
|
|
|
To make it work, you need to implement the Assign method to actually copy the fields |
|
you want. You should carefully implement the Assign method, to copy from a class |
|
that may be a descendant of the current class. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils, Classes; |
|
|
|
type |
|
TMyClass = class(TPersistent) |
|
public |
|
MyInt: Integer; |
|
procedure Assign(Source: TPersistent); override; |
|
end; |
|
|
|
TMyClassDescendant = class(TMyClass) |
|
public |
|
MyString: string; |
|
procedure Assign(Source: TPersistent); override; |
|
end; |
|
|
|
65 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
procedure TMyClass.Assign(Source: TPersistent); |
|
|
|
var |
|
SourceMyClass: TMyClass; |
|
|
|
begin |
|
if Source is TMyClass then |
|
begin |
|
SourceMyClass := TMyClass(Source); |
|
|
|
MyInt := SourceMyClass.MyInt; |
|
// Xxx := SourceMyClass.Xxx; // add new fields here |
|
end else |
|
{ Since TMyClass is a direct TPersistent descendant, |
|
|
|
it calls inherited ONLY when it cannot handle Source class. |
|
|
|
See comments below. } |
|
inherited Assign(Source); |
|
end; |
|
|
|
procedure TMyClassDescendant.Assign(Source: TPersistent); |
|
|
|
var |
|
SourceMyClassDescendant: TMyClassDescendant; |
|
|
|
begin |
|
if Source is TMyClassDescendant then |
|
begin |
|
SourceMyClassDescendant := TMyClassDescendant(Source); |
|
|
|
MyString := SourceMyClassDescendant.MyString; |
|
// Xxx := SourceMyClassDescendant.Xxx; // add new fields here |
|
end; |
|
|
|
{ Since TMyClassDescendant has an ancestor that already overrides |
|
|
|
Assign (in TMyClass.Assign), it calls inherited ALWAYS, |
|
|
|
to allow TMyClass.Assign to handle remaining fields. |
|
|
|
See comments below for a detailed reasoning. } |
|
inherited Assign(Source); |
|
end; |
|
|
|
var |
|
C1, C2: TMyClass; |
|
|
|
CD1, CD2: TMyClassDescendant; |
|
|
|
begin |
|
// test TMyClass.Assign |
|
C1 := TMyClass.Create; |
|
|
|
C2 := TMyClass.Create; |
|
try |
|
C1.MyInt := 666; |
|
|
|
C2.Assign(C1); |
|
|
|
WriteLn('C2 state: ', C2.MyInt); |
|
|
|
66 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
finally |
|
FreeAndNil(C1); |
|
FreeAndNil(C2); |
|
end; |
|
|
|
// test TMyClassDescendant.Assign |
|
CD1 := TMyClassDescendant.Create; |
|
|
|
CD2 := TMyClassDescendant.Create; |
|
try |
|
CD1.MyInt := 44; |
|
|
|
CD1.MyString := 'blah'; |
|
|
|
CD2.Assign(CD1); |
|
|
|
WriteLn('CD2 state: ', CD2.MyInt, ' ', CD2.MyString); |
|
finally |
|
FreeAndNil(CD1); |
|
|
|
FreeAndNil(CD2); |
|
end; |
|
end. |
|
|
|
Sometimes it’s more comfortable to alternatively override the AssignTo method in |
|
the source class, instead of overriding the Assign method in the destination class. |
|
|
|
Be careful when you call inherited in the overridden Assign implementation. |
|
There are two situations: |
|
|
|
Your class is a direct descendant of the TPersistent class. (Or, it’s not a direct |
|
descendant of TPersistent , but no ancestor has overridden the Assign |
|
method.) |
|
|
|
In this case, your class should use the inherited keyword (to call the |
|
TPersistent.Assign ) only if you cannot handle the assignment in your code. |
|
|
|
Your class descends from some class that has already overridden the Assign |
|
method. |
|
|
|
In this case, your class should always use the inherited keyword (to call |
|
the ancestor Assign ). In general, calling inherited in overridden methods is |
|
usually a good idea. |
|
|
|
To understand the reason behind the above rule (when you should call, and when |
|
you should not call inherited from the Assign implementation), and how it |
|
relates to the AssignTo method, let’s look at the TPersistent.Assign and |
|
TPersistent.AssignTo implementations: |
|
|
|
procedure TPersistent.Assign(Source: TPersistent); |
|
|
|
67 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
begin |
|
if Source <> nil then |
|
Source.AssignTo(Self) |
|
else |
|
raise EConvertError... |
|
end; |
|
|
|
procedure TPersistent.AssignTo(Destination: TPersistent); |
|
|
|
begin |
|
raise EConvertError... |
|
end; |
|
|
|
This is not the exact implementation of TPersistent . I copied the |
|
FPC standard library code, but then I simplified it to hide unimportant |
|
|
|
details about the exception message. |
|
|
|
The conclusions you can get from the above are: |
|
|
|
• If neither Assign nor AssignTo are overridden, then calling them will result in |
|
|
|
an exception. |
|
|
|
• Also, note that there is no code in TPersistent implementation that automatically |
|
copies all the fields (or all the published fields) of the classes. That’s why you need |
|
to do that yourself, by overriding Assign in all the classes. You can use RTTI |
|
(runtime type information) for that, but for simple cases you will probably just list the |
|
|
|
fields to be copied manually. |
|
|
|
When you have a class like TApple , your TApple.Assign implementation usually |
|
deals with copying fields that are specific to the TApple class (not to the TApple |
|
ancestor, like TFruit ). So, the TApple.Assign implementation usually checks |
|
whether Source is TApple at the beginning, before copying apple-related fields. |
|
Then, it calls inherited to allow TFruit to handle the rest of the fields. |
|
|
|
Assuming that you implemented TFruit.Assign and TApple.Assign following |
|
the standard pattern (as shown in the example above), the effect is like this: |
|
|
|
• If you pass TApple instance to TApple.Assign , it will work and copy all the |
|
|
|
fields. |
|
|
|
• If you pass TOrange instance to TApple.Assign , it will work and only copy the |
|
common fields shared by both TOrange and TApple . In other words, the fields |
|
defined at TFruit . |
|
|
|
68 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
• If you pass TWerewolf instance to TApple.Assign , it will raise an |
|
exception (because TApple.Assign will call TFruit.Assign which will call |
|
TPersistent.Assign which raises an exception). |
|
|
|
Remember that when descending from TPersistent , the |
|
default visibility specifier is published , to allow streaming of |
|
TPersistent descendants. Not all field and property types are |
|
allowed in the published section. If you get errors related to it, and |
|
you don’t care about streaming, just change the visibility to public . |
|
See the Section 4.5, “Visibility specifiers”. |
|
|
|
8. Various language features |
|
|
|
8.1. Local (nested) routines |
|
|
|
Inside a larger routine (function, procedure, method) you can define a helper routine. |
|
|
|
The local routine can freely access (read and write) all the parameters of a parent, and |
|
|
|
all the local variables of the parent that were declared above it. This is very powerful. |
|
|
|
It often allows to split long routines into a couple of small ones without much effort (as |
|
|
|
you don’t have to pass around all the necessary information in the parameters). Be |
|
|
|
careful to not overuse this feature — if many nested functions use (and even change) |
|
|
|
the same variable of the parent, the code may get hard to follow. |
|
|
|
These two examples are equivalent: |
|
|
|
function SumOfSquares(const N: Integer): Integer; |
|
|
|
function Square(const Value: Integer): Integer; |
|
begin |
|
Result := Value * Value; |
|
end; |
|
|
|
var |
|
I: Integer; |
|
|
|
begin |
|
Result := 0; |
|
for I := 0 to N do |
|
Result := Result + Square(I); |
|
end; |
|
|
|
Another version, where we let the local routine Square to access I directly: |
|
|
|
69 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
function SumOfSquares(const N: Integer): Integer; |
|
|
|
var |
|
I: Integer; |
|
|
|
function Square: Integer; |
|
begin |
|
Result := I * I; |
|
end; |
|
|
|
begin |
|
Result := 0; |
|
for I := 0 to N do |
|
Result := Result + Square; |
|
end; |
|
|
|
Local routines can go to any depth — which means that you can define a local routine |
|
within another local routine. So you can go wild (but please don’t go too wild, or the |
|
|
|
code will get unreadable:). |
|
|
|
8.2. Callbacks (aka events, aka pointers to functions, aka |
|
procedural variables) |
|
|
|
They allow to call a function indirectly, through to a variable. The variable can be |
|
|
|
assigned at runtime to point to any function with matching parameter types and return |
|
|
|
types. |
|
|
|
The callback can be: |
|
|
|
• Normal, which means it can point to any normal routine (not a method, not local). |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
function Add(const A, B: Integer): Integer; |
|
|
|
begin |
|
Result := A + B; |
|
end; |
|
|
|
function Multiply(const A, B: Integer): Integer; |
|
|
|
begin |
|
Result := A * B; |
|
end; |
|
|
|
70 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
type |
|
TMyFunction = function (const A, B: Integer): Integer; |
|
|
|
function ProcessTheList(const F: TMyFunction): Integer; |
|
|
|
var |
|
I: Integer; |
|
|
|
begin |
|
Result := 1; |
|
for I := 2 to 10 do |
|
Result := F(Result, I); |
|
end; |
|
|
|
var |
|
SomeFunction: TMyFunction; |
|
|
|
begin |
|
SomeFunction := @Add; |
|
|
|
WriteLn('1 + 2 + 3 ... + 10 = ', ProcessTheList(SomeFunction)); |
|
|
|
SomeFunction := @Multiply; |
|
|
|
WriteLn('1 * 2 * 3 ... * 10 = ', ProcessTheList(SomeFunction)); |
|
end. |
|
|
|
• A method: declare with of object at the end. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyMethod = procedure (const A: Integer) of object; |
|
|
|
TMyClass = class |
|
CurrentValue: Integer; |
|
procedure Add(const A: Integer); |
|
procedure Multiply(const A: Integer); |
|
procedure ProcessTheList(const M: TMyMethod); |
|
end; |
|
|
|
procedure TMyClass.Add(const A: Integer); |
|
|
|
begin |
|
CurrentValue := CurrentValue + A; |
|
end; |
|
|
|
procedure TMyClass.Multiply(const A: Integer); |
|
|
|
begin |
|
|
|
71 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
CurrentValue := CurrentValue * A; |
|
end; |
|
|
|
procedure TMyClass.ProcessTheList(const M: TMyMethod); |
|
|
|
var |
|
I: Integer; |
|
|
|
begin |
|
CurrentValue := 1; |
|
for I := 2 to 10 do |
|
M(I); |
|
end; |
|
|
|
var |
|
C: TMyClass; |
|
|
|
begin |
|
C := TMyClass.Create; |
|
try |
|
C.ProcessTheList(@C.Add); |
|
|
|
WriteLn('1 + 2 + 3 ... + 10 = ', C.CurrentValue); |
|
|
|
C.ProcessTheList(@C.Multiply); |
|
|
|
WriteLn('1 * 2 * 3 ... * 10 = ', C.CurrentValue); |
|
finally |
|
FreeAndNil(C); |
|
end; |
|
end. |
|
|
|
Note that you cannot pass global procedures / functions as methods. They are |
|
incompatible. If you have to provide an of object callback, but don’t want to |
|
create a dummy class instance, you can pass Section 9.3, “Class methods” as |
|
|
|
methods. |
|
|
|
type |
|
TMyMethod = function (const A, B: Integer): Integer of object; |
|
|
|
TMyClass = class |
|
class function Add(const A, B: Integer): Integer |
|
class function Multiply(const A, B: Integer): Integer |
|
end; |
|
|
|
var |
|
M: TMyMethod; |
|
|
|
begin |
|
M := @TMyClass(nil).Add; |
|
|
|
72 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
M := @TMyClass(nil).Multiply; |
|
end; |
|
|
|
Unfortunately, you need to write ugly @TMyClass(nil).Add instead of just |
|
@TMyClass.Add . |
|
|
|
• A (possibly) local routine: declare with is nested at the end, and make sure to |
|
use {$modeswitch nestedprocvars} directive for the code. These go hand- |
|
in-hand with Section 8.1, “Local (nested) routines”. |
|
|
|
8.3. Generics |
|
|
|
A powerful feature of any modern language. The definition of something (typically, of |
|
|
|
a class) can be parameterized with another type. The most typical example is when |
|
|
|
you need to create a container (a list, dictionary, tree, graph…): you can define a list |
|
|
|
of type T, and then specialize it to instantly get a list of integers, a list of strings, a list |
|
|
|
of TMyRecord, and so on. |
|
|
|
The generics in Pascal work much like generics in C++. Which means that they |
|
|
|
are "expanded" at the specialization time, a little like macros (but much safer than |
|
|
|
macros; for example, the identifiers are resolved at the time of generic definition, not |
|
|
|
at specialization, so you cannot "inject" any unexpected behavior when specializing |
|
|
|
the generic). In effect this means that they are very fast (can be optimized for each |
|
|
|
particular type) and work with types of any size. You can use a primitive type (integer, |
|
|
|
float) as well as a record, as well as a class when specializing a generic. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
generic TMyCalculator<T> = class |
|
Value: T; |
|
procedure Add(const A: T); |
|
end; |
|
|
|
procedure TMyCalculator.Add(const A: T); |
|
|
|
begin |
|
Value := Value + A; |
|
end; |
|
|
|
type |
|
TMyFloatCalculator = specialize TMyCalculator<Single>; |
|
|
|
73 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
TMyStringCalculator = specialize TMyCalculator<string>; |
|
|
|
var |
|
FloatCalc: TMyFloatCalculator; |
|
|
|
StringCalc: TMyStringCalculator; |
|
|
|
begin |
|
FloatCalc := TMyFloatCalculator.Create; |
|
try |
|
FloatCalc.Add(3.14); |
|
|
|
FloatCalc.Add(1); |
|
|
|
WriteLn('FloatCalc: ', FloatCalc.Value:1:2); |
|
finally |
|
FreeAndNil(FloatCalc); |
|
end; |
|
|
|
StringCalc := TMyStringCalculator.Create; |
|
try |
|
StringCalc.Add('something'); |
|
|
|
StringCalc.Add(' more'); |
|
|
|
WriteLn('StringCalc: ', StringCalc.Value); |
|
finally |
|
FreeAndNil(StringCalc); |
|
end; |
|
end. |
|
|
|
Generics are not limited to classes, you can have generic functions and procedures |
|
|
|
as well: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
{ Note: this example requires FPC 3.1.1 (will not compile with FPC 3.0.0 |
|
|
|
or older). } |
|
|
|
generic function Min<T>(const A, B: T): T; |
|
|
|
begin |
|
if A < B then |
|
Result := A else |
|
Result := B; |
|
end; |
|
|
|
begin |
|
WriteLn('Min (1, 0): ', specialize Min<Integer>(1, 0)); |
|
WriteLn('Min (3.14, 5): ', specialize Min<Single>(3.14, 5):1:2); |
|
|
|
74 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
WriteLn('Min (''a'', ''b''): ', specialize Min<string>('a', 'b')); |
|
end. |
|
|
|
See also the Section 7.2, “Containers (lists, dictionaries) using generics” about |
|
|
|
important standard classes using generics. |
|
|
|
8.4. Overloading |
|
|
|
Methods (and global functions and procedures) with the same name are allowed, as |
|
|
|
long as they have different parameters. At compile time, the compiler detects which |
|
|
|
one you want to use, knowing the parameters you pass. |
|
|
|
By default, the overloading uses the FPC approach, which means that all the methods |
|
|
|
in given namespace (a class or a unit) are equal, and hide the other methods in |
|
|
|
namespaces with less priority. For example, if you define a class with methods |
|
Foo(Integer) and Foo(string) , and it descends from a class with method |
|
Foo(Float) , then the users of your new class will not be able to access the method |
|
Foo(Float) easily (they still can --- if they typecast the class to its ancestor type). |
|
To overcome this, use the overload keyword. |
|
|
|
8.5. Preprocessor |
|
|
|
You can use simple preprocessor directives for |
|
|
|
• conditional compilation (code depending on platform, or some custom switches), |
|
|
|
• to include one file in another, |
|
|
|
• you can also use parameter-less macros. |
|
|
|
Note that macros with parameters are not allowed. In general, you should avoid using |
|
|
|
the preprocessor stuff… unless it’s really justified. The preprocessing happens before |
|
|
|
parsing, which means that you can "break" the normal syntax of the Pascal language. |
|
This is a powerful, but also somewhat dirty, feature. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
unit PreprocessorStuff; |
|
|
|
interface |
|
|
|
{$ifdef FPC} |
|
|
|
{ This is only defined when compiled by FPC, not other compilers (like |
|
|
|
Delphi). } |
|
procedure Foo; |
|
|
|
{$endif} |
|
|
|
75 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
{ Define a NewLine constant. Here you can see how the normal syntax of |
|
|
|
Pascal |
|
|
|
is "broken" by preprocessor directives. When you compile on Unix |
|
|
|
(includes Linux, Android, macOS), the compiler sees this: |
|
|
|
const NewLine = #10; |
|
|
|
When you compile on Windows, the compiler sees this: |
|
|
|
const NewLine = #13#10; |
|
|
|
On other operating systems, the code will fail to compile, |
|
|
|
because a compiler sees this: |
|
|
|
const NewLine = ; |
|
|
|
It's a *good* thing that the compilation fails in this case -- if you |
|
|
|
will have to port the program to an OS that is not Unix, not Windows, |
|
|
|
you will be reminded by a compiler to choose the newline convention |
|
|
|
on that system. } |
|
|
|
const |
|
NewLine = |
|
{$ifdef UNIX} #10 {$endif} |
|
{$ifdef MSWINDOWS} #13#10 {$endif} ; |
|
|
|
{$define MY_SYMBOL} |
|
|
|
{$ifdef MY_SYMBOL} |
|
procedure Bar; |
|
|
|
{$endif} |
|
|
|
{$define CallingConventionMacro := unknown} |
|
|
|
{$ifdef UNIX} |
|
{$define CallingConventionMacro := cdecl} |
|
|
|
{$endif} |
|
|
|
{$ifdef MSWINDOWS} |
|
{$define CallingConventionMacro := stdcall} |
|
|
|
{$endif} |
|
procedure RealProcedureName; |
|
CallingConventionMacro; external 'some_external_library'; |
|
|
|
implementation |
|
|
|
76 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
{$include some_file.inc} |
|
|
|
// $I is just a shortcut for $include |
|
|
|
{$I some_other_file.inc} |
|
|
|
end. |
|
|
|
Include files have commonly the .inc extension, and are used for two purposes: |
|
|
|
• The include file may only contain other compiler directives, that "configure" your |
|
source code. For example you could create a file myconfig.inc with these |
|
contents: |
|
|
|
{$mode objfpc} |
|
|
|
{$H+} |
|
|
|
{$J-} |
|
|
|
{$modeswitch advancedrecords} |
|
|
|
{$ifndef VER3} |
|
{$error This code can only be compiled using FPC version at least |
|
|
|
3.x.} |
|
|
|
{$endif} |
|
|
|
Now you can include this file using {$I myconfig.inc} in all your sources. |
|
|
|
• The other common use is to split a large unit into many files, while still keeping |
|
|
|
it a single unit as far as the language rules are concerned. Do not overuse this |
|
|
|
technique — your first instinct should be to split a single unit into multiple units, not to |
|
|
|
split a single unit into multiple include files. Never the less, this is a useful technique. |
|
|
|
1. It allows to avoid "exploding" the number of units, while still keeping your |
|
|
|
source code files short. For example, it may be better to have a single unit with |
|
"commonly used UI controls" than to create one unit for each UI control class, |
|
as the latter approach would make the typical "uses" clause long (since a typical |
|
|
|
UI code will depend on a couple of UI classes). But placing all these UI classes |
|
in a single myunit.pas file would make it a long file, unhandy to navigate, so |
|
splitting it into multiple include files may make sense. |
|
|
|
2. It allows to have a cross-platform unit interface with platform-dependent |
|
|
|
implementation easily. Basically you can do |
|
|
|
{$ifdef UNIX} {$I my_unix_implementation.inc} {$endif} |
|
{$ifdef MSWINDOWS} {$I my_windows_implementation.inc} {$endif} |
|
|
|
77 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Sometimes this is better than writing a long code with many {$ifdef |
|
UNIX} , {$ifdef MSWINDOWS} intermixed with normal code (variable |
|
declarations, routine implementation). The code is more readable this way. |
|
You can even use this technique more aggressively, by using the - |
|
Fi command-line option of FPC to include some subdirectories only for |
|
specific platforms. Then you can have many version of include file {$I |
|
my platform_specific_implementation.inc} and you simply include |
|
them, letting the compiler find the correct version. |
|
|
|
8.6. Records |
|
|
|
Record is just a container for other variables. It’s like a much, much simplified class: |
|
|
|
there is no inheritance or virtual methods. It is like a structure in C-like languages. |
|
|
|
If you use the {$modeswitch advancedrecords} directive, records can have |
|
methods and visibility specifiers. In general, language features that are available for |
|
|
|
classes, and do not break the simple predictable memory layout of a record, are then |
|
|
|
possible. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
{$modeswitch advancedrecords} |
|
|
|
type |
|
TMyRecord = record |
|
public |
|
I, Square: Integer; |
|
procedure WriteLnDescription; |
|
end; |
|
|
|
procedure TMyRecord.WriteLnDescription; |
|
|
|
begin |
|
WriteLn('Square of ', I, ' is ', Square); |
|
end; |
|
|
|
var |
|
A: array [0..9] of TMyRecord; |
|
R: TMyRecord; |
|
I: Integer; |
|
|
|
begin |
|
for I := 0 to 9 do |
|
begin |
|
A[I].I := I; |
|
|
|
A[I].Square := I * I; |
|
|
|
78 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end; |
|
|
|
for R in A do |
|
R.WriteLnDescription; |
|
end. |
|
|
|
In modern Object Pascal, your first instinct should be to design a class , not a |
|
record — because classes are packed with useful features, like constructors and |
|
inheritance. |
|
|
|
But records are still very useful when you need speed or a predictable memory layout: |
|
|
|
• Records do not have any constructor or destructor. You just define a variable of a |
|
|
|
record type. It has undefined contents (memory garbage) at the beginning (except |
|
|
|
auto-managed types, like strings; they are guaranteed to be initialized to be empty, |
|
|
|
and finalized to free the reference count). So you have to be more careful when |
|
|
|
dealing with records, but it gives you some performance gain. |
|
|
|
• Arrays of records are nicely linear in memory, so they are cache-friendly. |
|
|
|
• The memory layout of records (size, padding between fields) is clearly defined |
|
in some situations: when you request the C layout, or when you use packed |
|
record . This is useful: |
|
|
|
# to communicate with libraries written in other programming languages, when they |
|
|
|
expose an API based on records, |
|
|
|
# to read and write binary files, |
|
|
|
# to make dirty low-level tricks (like unsafe typecasting one type to another, being |
|
|
|
aware of their memory representation). |
|
|
|
• Records can also have case parts, which work like unions in C-like languages. |
|
They allows to treat the same memory piece as a different type, depending on your |
|
needs. As such, this allows for greater memory efficiency in some cases. And it |
|
allows for more dirty, low-level unsafe tricks:) |
|
|
|
8.7. Old-style objects |
|
|
|
In the old days, Turbo Pascal introduced another syntax for class-like functionality, |
|
using the object keyword. It’s somewhat of a blend between the concept of a |
|
record and a modern class . |
|
|
|
• The old-style objects can be allocated / freed, and during that operation you can |
|
|
|
call their constructor / destructor. |
|
|
|
79 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
• But they can also be simply declared and used, like records. A simple record or |
|
object type is not a reference (pointer) to something, it’s simply the data. This |
|
makes them comfortable for small data, where calling allocation / free would be |
|
bothersome. |
|
|
|
• Old-style objects offer inheritance and virtual methods, although with small |
|
|
|
differences from the modern classes. Be careful — bad things will happen if you try |
|
|
|
to use an object without calling its constructor, and the object has virtual methods. |
|
|
|
It’s discouraged to use the old-style objects in most cases. Modern classes provide |
|
|
|
much more functionality. And when needed, records (including advanced records) can |
|
|
|
be used for performance. These concepts are usually a better idea than old-style |
|
|
|
objects. |
|
|
|
8.8. Pointers |
|
|
|
You can create a pointer to any other type. The pointer to type TMyRecord is declared |
|
as ^TMyRecord , and by convention is called PMyRecord . This is a traditional |
|
example of a linked list of integers using records: |
|
|
|
type |
|
PMyRecord = ^TMyRecord; |
|
TMyRecord = record |
|
Value: Integer; |
|
Next: PMyRecord; |
|
end; |
|
|
|
Note that the definition is recursive (type PMyRecord is defined using type |
|
TMyRecord , while TMyRecord is defined using PMyRecord ). It is allowed to define |
|
a pointer type to a not-yet-defined type, as long as it will be resolved within the same |
|
type block. |
|
|
|
You can allocate and free pointers using the New / Dispose methods, or (more |
|
low-level, not type-safe) GetMem / FreeMem methods. You dereference the pointer |
|
(to access the stuff pointed by) you append the ^ operator (e.g. MyInteger := |
|
MyPointerToInteger^ ). To make the inverse operation, which is to get a pointer of |
|
an existing variable, you prefix it with @ operator (e.g. MyPointerToInteger := |
|
@MyInteger ). |
|
|
|
There is also an untyped Pointer type, similar to void* in C-like languages. It is |
|
completely unsafe, and can be typecasted to any other pointer type. |
|
|
|
80 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Remember that a class instance is also in fact a pointer, although it doesn’t require any |
|
^ or @ operators to use it. A linked list using classes is certainly possible, it would |
|
simply be this: |
|
|
|
type |
|
TMyClass = class |
|
Value: Integer; |
|
Next: TMyClass; |
|
end; |
|
|
|
8.9. Operator overloading |
|
|
|
You can override the meaning of many language operators, for example to allow |
|
|
|
addition and multiplication of your custom types. Like this: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
StrUtils; |
|
|
|
operator* (const S: string; const A: Integer): string; |
|
|
|
begin |
|
Result := DupeString(S, A); |
|
end; |
|
|
|
begin |
|
WriteLn('bla' * 10); |
|
end. |
|
|
|
You can override operators on classes too. Since you usually create new instances of |
|
|
|
your classes inside the operator function, the caller must remember to free the result. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyClass = class |
|
MyInt: Integer; |
|
end; |
|
|
|
operator* (const C1, C2: TMyClass): TMyClass; |
|
|
|
begin |
|
|
|
81 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Result := TMyClass.Create; |
|
|
|
Result.MyInt := C1.MyInt * C2.MyInt; |
|
end; |
|
|
|
var |
|
C1, C2: TMyClass; |
|
|
|
begin |
|
C1 := TMyClass.Create; |
|
try |
|
C1.MyInt := 12; |
|
|
|
C2 := C1 * C1; |
|
try |
|
WriteLn('12 * 12 = ', C2.MyInt); |
|
finally |
|
FreeAndNil(C2); |
|
end; |
|
finally |
|
FreeAndNil(C1); |
|
end; |
|
end. |
|
|
|
You can override operators on records too. This is usually easier than overloading them |
|
|
|
for classes, as the caller doesn’t have to deal then with memory management. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TMyRecord = record |
|
MyInt: Integer; |
|
end; |
|
|
|
operator* (const C1, C2: TMyRecord): TMyRecord; |
|
|
|
begin |
|
Result.MyInt := C1.MyInt * C2.MyInt; |
|
end; |
|
|
|
var |
|
R1, R2: TMyRecord; |
|
|
|
begin |
|
R1.MyInt := 12; |
|
|
|
R2 := R1 * R1; |
|
|
|
WriteLn('12 * 12 = ', R2.MyInt); |
|
|
|
82 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end. |
|
|
|
For records, it’s advised to use {$modeswitch advancedrecords} and override |
|
operators as class operator inside the record. This allows to use generic classes |
|
that depend on some operator existence (like TFPGList , that depends on equality |
|
operator being available) with such records. Otherwise the "global" definition of an |
|
|
|
operator (not inside the record) would not be found (because it’s not available at |
|
the code that implements the TFPGList ), and you could not specialize a list like |
|
specialize TFPGList<TMyRecord> . |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
{$modeswitch advancedrecords} |
|
|
|
uses |
|
SysUtils, FGL; |
|
|
|
type |
|
TMyRecord = record |
|
MyInt: Integer; |
|
class operator+ (const C1, C2: TMyRecord): TMyRecord; |
|
class operator= (const C1, C2: TMyRecord): boolean; |
|
end; |
|
|
|
class operator TMyRecord.+ (const C1, C2: TMyRecord): TMyRecord; |
|
|
|
begin |
|
Result.MyInt := C1.MyInt + C2.MyInt; |
|
end; |
|
|
|
class operator TMyRecord.= (const C1, C2: TMyRecord): boolean; |
|
|
|
begin |
|
Result := C1.MyInt = C2.MyInt; |
|
end; |
|
|
|
type |
|
TMyRecordList = specialize TFPGList<TMyRecord>; |
|
|
|
var |
|
R, ListItem: TMyRecord; |
|
|
|
L: TMyRecordList; |
|
|
|
begin |
|
L := TMyRecordList.Create; |
|
try |
|
R.MyInt := 1; L.Add(R); |
|
|
|
R.MyInt := 10; L.Add(R); |
|
|
|
R.MyInt := 100; L.Add(R); |
|
|
|
83 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
R.MyInt := 0; |
|
for ListItem in L do |
|
R := ListItem + R; |
|
|
|
WriteLn('1 + 10 + 100 = ', R.MyInt); |
|
finally |
|
FreeAndNil(L); |
|
end; |
|
end. |
|
|
|
9. Advanced classes features |
|
|
|
9.1. Private and strict private |
|
|
|
The private visibility specifier means that the field (or method) is not accessible |
|
outside of this class. But it allows an exception: all the code defined in the same unit can |
|
|
|
break this, and access private fields and methods. A C++ programmer would say that |
|
|
|
in Pascal all classes within a single unit are friends. This is often useful, and doesn’t |
|
|
|
break your encapsulation, since it’s limited to a unit. |
|
|
|
However, if you create larger units, with many classes (that are not tightly integrated |
|
with each other), it’s safer to use strict private . It means that the field (or method) |
|
is not accessible outside of this class — period. No exceptions. |
|
|
|
In a similar manner, there’s protected visibility (visible to descendants, or friends in |
|
the same unit) and strict protected (visible to descendants, period). |
|
|
|
9.2. More stuff inside classes and nested classes |
|
|
|
You can open a section of constants ( const ) or types ( type ) within a class. This |
|
way, you can even define a class within a class. The visibility specifiers work as always, |
|
|
|
in particular the nested class can be private (not visible to the outside world), which |
|
|
|
is often useful. |
|
|
|
Note that to declare a field after a constant or type you will need to open a var block. |
|
|
|
type |
|
TMyClass = class |
|
private |
|
type |
|
TInternalClass = class |
|
|
|
84 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Velocity: Single; |
|
procedure DoSomething; |
|
end; |
|
var |
|
FInternalClass: TInternalClass; |
|
public |
|
const |
|
DefaultVelocity = 100.0; |
|
constructor Create; |
|
destructor Destroy; override; |
|
end; |
|
|
|
constructor TMyClass.Create; |
|
|
|
begin |
|
inherited; |
|
FInternalClass := TInternalClass.Create; |
|
|
|
FInternalClass.Velocity := DefaultVelocity; |
|
|
|
FInternalClass.DoSomething; |
|
end; |
|
|
|
destructor TMyClass.Destroy; |
|
|
|
begin |
|
FreeAndNil(FInternalClass); |
|
inherited; |
|
end; |
|
|
|
{ note that method definition is prefixed with |
|
|
|
"TMyClass.TInternalClass" below. } |
|
procedure TMyClass.TInternalClass.DoSomething; |
|
|
|
begin |
|
end; |
|
|
|
9.3. Class methods |
|
|
|
These are methods you can call having a class reference ( TMyClass ), not necessarily |
|
a class instance. |
|
|
|
type |
|
TEnemy = class |
|
procedure Kill; |
|
class procedure KillAll; |
|
end; |
|
|
|
var |
|
|
|
85 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
E: TEnemy; |
|
|
|
begin |
|
E := TEnemy.Create; |
|
try |
|
E.Kill; |
|
finally FreeAndNil(E) end; |
|
TEnemy.KillAll; |
|
end; |
|
|
|
Note that they can be virtual — it makes sense, and is sometimes very useful, when |
|
|
|
combined with Section 9.4, “Class references”. |
|
|
|
The class methods can also be limited by the Section 4.5, “Visibility specifiers”, like |
|
private or protected . Just like regular methods. |
|
|
|
Note that a constructor always acts like a class method when called in a normal fashion |
|
( MyInstance := TMyClass.Create(…); ). Although it’s possible to also call a |
|
constructor from within the class itself, like a normal method, and then it acts like a |
|
|
|
normal method. This is a useful feature to "chain" constructors, when one constructor |
|
|
|
(e.g. overloaded to take an integer parameter) does some job, and then calls another |
|
|
|
constructor (e.g. parameter-less). |
|
|
|
9.4. Class references |
|
|
|
Class reference allows you to choose the class at runtime, for example to call a class |
|
|
|
method or constructor without knowing the exact class at compile-time. It is a type |
|
declared as class of TMyClass . |
|
|
|
type |
|
TMyClass = class(TComponent) |
|
end; |
|
|
|
TMyClass1 = class(TMyClass) |
|
end; |
|
|
|
TMyClass2 = class(TMyClass) |
|
end; |
|
|
|
TMyClassRef = class of TMyClass; |
|
|
|
var |
|
C: TMyClass; |
|
|
|
ClassRef: TMyClassRef; |
|
|
|
86 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
begin |
|
// Obviously you can do this: |
|
|
|
C := TMyClass.Create(nil); FreeAndNil(C); |
|
C := TMyClass1.Create(nil); FreeAndNil(C); |
|
C := TMyClass2.Create(nil); FreeAndNil(C); |
|
|
|
// In addition, using class references, you can also do this: |
|
|
|
ClassRef := TMyClass; |
|
C := ClassRef.Create(nil); FreeAndNil(C); |
|
|
|
ClassRef := TMyClass1; |
|
C := ClassRef.Create(nil); FreeAndNil(C); |
|
|
|
ClassRef := TMyClass2; |
|
C := ClassRef.Create(nil); FreeAndNil(C); |
|
end; |
|
|
|
Class references can be combined with virtual class methods. This gives a similar |
|
|
|
effect as using classes with virtual methods — the actual method to be executed is |
|
|
|
determined at runtime. |
|
|
|
type |
|
TMyClass = class(TComponent) |
|
class procedure DoSomething; virtual; abstract; |
|
end; |
|
|
|
TMyClass1 = class(TMyClass) |
|
class procedure DoSomething; override; |
|
end; |
|
|
|
TMyClass2 = class(TMyClass) |
|
class procedure DoSomething; override; |
|
end; |
|
|
|
TMyClassRef = class of TMyClass; |
|
|
|
var |
|
C: TMyClass; |
|
|
|
ClassRef: TMyClassRef; |
|
|
|
begin |
|
ClassRef := TMyClass1; |
|
|
|
ClassRef.DoSomething; |
|
|
|
87 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
ClassRef := TMyClass2; |
|
ClassRef.DoSomething; |
|
|
|
{ And this will cause an exception at runtime, |
|
|
|
since DoSomething is abstract in TMyClass. } |
|
ClassRef := TMyClass; |
|
|
|
ClassRef.DoSomething; |
|
end; |
|
|
|
If you have an instance, and you would like to get a reference to its class (not the |
|
|
|
declared class, but the final descendant class used at its construction), you can use the |
|
ClassType property. The declared type of ClassType is TClass , which stands |
|
for class of TObject . Often you can safely typecast it to something more specific, |
|
when you know that the instance is something more specific than TObject . |
|
|
|
In particular, you can use the ClassType reference to call virtual methods, including |
|
virtual constructors. This allows you to create a method like Clone that constructs |
|
an instance of the exact run-time class of the current object. You can combine it with |
|
|
|
Section 7.3, “Cloning: TPersistent.Assign” to have a method that returns a newly- |
|
|
|
constructed clone of the current instance. |
|
|
|
Remember that it only works when the constructor of your class is virtual. For example, |
|
it can be used with the standard TComponent descendants, since they all must |
|
override TComponent.Create(AOwner: TComponent) virtual constructor. |
|
|
|
type |
|
TMyClass = class(TComponent) |
|
procedure Assign(Source: TPersistent); override; |
|
function Clone(AOwner: TComponent): TMyClass; |
|
end; |
|
|
|
TMyClassRef = class of TMyClass; |
|
|
|
function TMyClass.Clone(AOwner: TComponent): TMyClass; |
|
|
|
begin |
|
// This would always create an instance of exactly TMyClass: |
|
//Result := TMyClass.Create(AOwner); |
|
// This can potentially create an instance of TMyClass descendant: |
|
Result := TMyClassRef(ClassType).Create(AOwner); |
|
|
|
Result.Assign(Self); |
|
end; |
|
|
|
88 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
9.5. Static class methods |
|
|
|
To understand the static class methods, you have to understand how the normal class |
|
|
|
methods (described in the previous sections) work. Internally, normal class methods |
|
|
|
receive a class reference of their class (it is passed through a hidden, implicitly added |
|
|
|
1st parameter of the method). This class reference can be even accessed explicitly |
|
using the Self keyword inside the class method. Usually, it’s a good thing: this class |
|
reference allows you to call virtual class methods (through the virtual method table of |
|
|
|
the class). |
|
|
|
While this is nice, it makes the normal class methods incompatible when assigning to |
|
|
|
a global procedure pointer. That is, this will not compile: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
type |
|
TMyCallback = procedure (A: Integer); |
|
|
|
TMyClass = class |
|
class procedure Foo(A: Integer); |
|
end; |
|
|
|
class procedure TMyClass.Foo(A: Integer); |
|
|
|
begin |
|
end; |
|
|
|
var |
|
Callback: TMyCallback; |
|
|
|
begin |
|
// Error: TMyClass.Foo not compatible with TMyCallback |
|
Callback := @TMyClass(nil).Foo; |
|
end. |
|
|
|
In the Delphi mode you would be able to write TMyClass.Foo |
|
instead of an ugly TMyClass(nil).Foo in the example above. |
|
looks much more elegant, |
|
Admittedly, |
|
|
|
the TMyClass.Foo |
|
|
|
and it is also better checked by the compiler. Using the |
|
TMyClass(nil).Foo is a hack… unfortunately, necessary (for |
|
now) in the ObjFpc mode which is presented throughout this book. |
|
|
|
In any case, assigning the TMyClass.Foo to the Callback |
|
above would still fail in the Delphi mode, for exactly the same |
|
|
|
reasons. |
|
|
|
89 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
The above example fails to compile, because the Callback is incompatible with the |
|
class method Foo . And it’s incompatible because internally the class method has that |
|
special hidden implicit parameter to pass a class reference. |
|
|
|
One way to fix the above example is to change the definition of TMyCallback . It |
|
will work if it is a method callback, declared as TMyCallback = procedure (A: |
|
Integer) of object; . But sometimes, it’s not desirable. |
|
|
|
Here comes the static class method. It is, in essence, just a global procedure / |
|
function, but its namespace is limited inside the class. It does not have any implicit |
|
|
|
class reference (and so, it cannot be virtual and it cannot call virtual class methods). |
|
|
|
On the upside, it is compatible with normal (non-object) callbacks. So this will work: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
type |
|
TMyCallback = procedure (A: Integer); |
|
|
|
TMyClass = class |
|
class procedure Foo(A: Integer); static; |
|
end; |
|
|
|
class procedure TMyClass.Foo(A: Integer); |
|
|
|
begin |
|
end; |
|
|
|
var |
|
Callback: TMyCallback; |
|
|
|
begin |
|
Callback := @TMyClass.Foo; |
|
end. |
|
|
|
9.6. Class properties and variables |
|
|
|
A class property is a property that can be accessed through a class reference (it does |
|
|
|
not need a class instance). |
|
|
|
It is quite straightforward analogy of a regular property (see Section 4.3, “Properties”). |
|
|
|
For a class property, you define a getter and / or a setter. They may refer to a class |
|
|
|
variable or a static class method. |
|
|
|
A class variable is, you guessed it, like a regular field but you don’t need a class instance |
|
|
|
to access it. In effect, it’s just like a global variable, but with the namespace limited to |
|
the containing class. It can be declared within the class var section of the class. |
|
|
|
90 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Alternatively it can be declared by following the normal field definition with the keyword |
|
static . |
|
|
|
And a static class method is just like a global procedure / function, but with the |
|
|
|
namespace limited to the containing class. More about static class methods in the |
|
|
|
section above, see Section 9.5, “Static class methods”. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
type |
|
TMyClass = class |
|
strict private |
|
// Alternative: |
|
// FMyProperty: Integer; static; |
|
class var |
|
FMyProperty: Integer; |
|
class procedure SetMyProperty(const Value: Integer); static; |
|
public |
|
class property MyProperty: Integer |
|
read FMyProperty write SetMyProperty; |
|
end; |
|
|
|
class procedure TMyClass.SetMyProperty(const Value: Integer); |
|
|
|
begin |
|
Writeln('MyProperty changes!'); |
|
|
|
FMyProperty := Value; |
|
end; |
|
|
|
begin |
|
TMyClass.MyProperty := 123; |
|
|
|
Writeln('TMyClass.MyProperty is now ', TMyClass.MyProperty); |
|
end. |
|
|
|
9.7. Class helpers |
|
|
|
The method is just a procedure or function inside a class. From the outside of the |
|
class, you call it with a special syntax MyInstance.MyMethod(…) . After a while you |
|
grow accustomed to thinking that if I want to make action Action on instance X, I write |
|
|
|
`X.Action(…)`. |
|
|
|
But sometimes, you need to implement something that conceptually is an action |
|
on class TMyClass without modifying the TMyClass source code. Sometimes it’s |
|
|
|
because it’s not your source code, and you don’t want to change it. Sometimes |
|
it’s because of the dependencies — adding a method like Render to a class like |
|
|
|
91 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
TMy3DObject seems like a straightforward idea, but maybe the base implementation |
|
of class TMy3DObject should be kept independent from the rendering code? It would |
|
be better to "enhance" an existing class, to add functionality to it without changing its |
|
source code. |
|
|
|
Simple way to do it is then to create a global procedure that takes an instance of |
|
TMy3DObject as its 1st parameter. |
|
|
|
procedure Render(const Obj1: TMy3DObject; const Color: TColor); |
|
|
|
var |
|
I: Integer; |
|
|
|
begin |
|
for I := 0 to Obj1.ShapesCount - 1 do |
|
RenderMesh(Obj1.Shape[I].Mesh, Color); |
|
end; |
|
|
|
This works perfectly, but the downside is that calling it looks a little ugly. While usually |
|
you call actions like X.Action(…) , in this case you have to call them like Render(X, |
|
…) . It would be cool to be able to just write X.Render(…) , even when Render is |
|
not implemented in the same unit as TMy3DObject . |
|
|
|
And this is where you use class helpers. They are just a way to implement procedures / |
|
|
|
functions that operate on given class, and that are called like methods, but are not in |
|
fact normal methods — they were added outside of the TMy3DObject definition. |
|
|
|
type |
|
TMy3DObjectHelper = class helper for TMy3DObject |
|
procedure Render(const Color: TColor); |
|
end; |
|
|
|
procedure TMy3DObjectHelper.Render(const Color: TColor); |
|
|
|
var |
|
I: Integer; |
|
|
|
begin |
|
{ note that we access ShapesCount, Shape without any qualifiers here } |
|
for I := 0 to ShapesCount - 1 do |
|
RenderMesh(Shape[I].Mesh, Color); |
|
end; |
|
|
|
The more general concept is "type helper". Using them you can add |
|
|
|
methods even to primitive types, like integers or enums. You can |
|
|
|
92 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
also add "record helpers" to (you guessed it…) records. See http:// |
|
|
|
lists.freepascal.org/fpc-announce/2013-February/000587.html . |
|
|
|
9.8. Virtual constructors, destructors |
|
|
|
Destructor name is always Destroy , it is virtual (since you can call it without knowing |
|
the exact class at compile-time) and parameter-less. |
|
|
|
Constructor name is by convention Create . |
|
|
|
You can change this name, although be careful with this — if you define CreateMy , |
|
always redefine also the name Create , otherwise the user can still access the |
|
constructor Create of the ancestor, bypassing your CreateMy constructor. |
|
|
|
In the base TObject it is not virtual, and when creating descendants you’re free to |
|
change the parameters. The new constructor will hide the constructor in ancestor (note: |
|
don’t put here overload , unless you want to break it). |
|
|
|
the TComponent descendants, you should override |
|
|
|
its constructor |
|
In |
|
Create(AOwner: TComponent); . For streaming functionality, to create a class |
|
without knowing its type at compile time, having virtual constructors is very useful (see |
|
|
|
Section 9.4, “Class references” above). |
|
|
|
9.9. An exception in constructor |
|
|
|
What happens if an exception happens during a constructor? The line |
|
|
|
X := TMyClass.Create; |
|
|
|
does not execute to the end in this case, X cannot be assigned, so who will cleanup |
|
after a partially-constructed class? |
|
|
|
The solution of Object Pascal is that, in case an exception occurs within a constructor, |
|
|
|
then the destructor is called. This is a reason why your destructor must be robust, which |
|
|
|
means it should work in any circumstances, even on a half-created class instance. |
|
Usually this is easy if you release everything safely, like by FreeAndNil . |
|
|
|
We also have to depend in such cases that the memory of the class is guaranteed to be |
|
|
|
zeroed right before the constructor code is executed. So we know that at the beginning, |
|
all class references are nil , all integers are 0 and so on. |
|
|
|
93 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
So below works without any memory leaks: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
type |
|
TGun = class |
|
end; |
|
|
|
TPlayer = class |
|
Gun1, Gun2: TGun; |
|
constructor Create; |
|
destructor Destroy; override; |
|
end; |
|
|
|
constructor TPlayer.Create; |
|
|
|
begin |
|
inherited; |
|
Gun1 := TGun.Create; |
|
raise Exception.Create('Raising an exception from constructor!'); |
|
Gun2 := TGun.Create; |
|
end; |
|
|
|
destructor TPlayer.Destroy; |
|
|
|
begin |
|
{ in case since the constructor crashed, we can |
|
|
|
have Gun1 <> nil and Gun2 = nil now. Deal with it. |
|
|
|
...Actually, in this case, FreeAndNil deals with it without |
|
|
|
any additional effort on our side, because FreeAndNil checks |
|
|
|
whether the instance is nil before calling its destructor. } |
|
FreeAndNil(Gun1); |
|
|
|
FreeAndNil(Gun2); |
|
inherited; |
|
end; |
|
|
|
begin |
|
try |
|
TPlayer.Create; |
|
except |
|
on E: Exception do |
|
WriteLn('Caught ' + E.ClassName + ': ' + E.Message); |
|
end; |
|
end. |
|
|
|
94 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
10. Interfaces |
|
|
|
10.1. Bare (CORBA) interfaces |
|
|
|
An interface declares an API, much like a class, but it does not define the |
|
|
|
implementation. A class can implement many interfaces, but it can only have one |
|
|
|
ancestor class. |
|
|
|
You can cast a class to any interface it supports, and then call the methods through |
|
|
|
that interface. This allows to treat in a uniform fashion the classes that don’t descend |
|
|
|
from each other, but still share some common functionality. Useful when a simple class |
|
|
|
inheritance is not enough. |
|
|
|
The CORBA interfaces in Object Pascal work pretty much like interfaces in Java |
|
(https://docs.oracle.com/javase/tutorial/java/concepts/interface.html) or C# (https:// |
|
msdn.microsoft.com/en-us/library/ms173156.aspx). |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
{$interfaces corba} |
|
|
|
uses |
|
SysUtils, Classes; |
|
|
|
type |
|
IMyInterface = interface |
|
['{79352612-668B-4E8C-910A-26975E103CAC}'] |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass1 = class(IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass2 = class(IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass3 = class |
|
procedure Shoot; |
|
end; |
|
|
|
procedure TMyClass1.Shoot; |
|
|
|
begin |
|
|
|
95 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
WriteLn('TMyClass1.Shoot'); |
|
end; |
|
|
|
procedure TMyClass2.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass2.Shoot'); |
|
end; |
|
|
|
procedure TMyClass3.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass3.Shoot'); |
|
end; |
|
|
|
procedure UseThroughInterface(I: IMyInterface); |
|
|
|
begin |
|
Write('Shooting... '); |
|
I.Shoot; |
|
end; |
|
|
|
var |
|
C1: TMyClass1; |
|
|
|
C2: TMyClass2; |
|
|
|
C3: TMyClass3; |
|
|
|
begin |
|
C1 := TMyClass1.Create; |
|
|
|
C2 := TMyClass2.Create; |
|
|
|
C3 := TMyClass3.Create; |
|
try |
|
if C1 is IMyInterface then |
|
UseThroughInterface(C1 as IMyInterface); |
|
if C2 is IMyInterface then |
|
UseThroughInterface(C2 as IMyInterface); |
|
// The "C3 is IMyInterface" below is false, |
|
// so "UseThroughInterface(C3 as IMyInterface)" will not execute. |
|
if C3 is IMyInterface then |
|
UseThroughInterface(C3 as IMyInterface); |
|
finally |
|
FreeAndNil(C1); |
|
|
|
FreeAndNil(C2); |
|
|
|
FreeAndNil(C3); |
|
end; |
|
end. |
|
|
|
96 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
10.2. CORBA and COM types of interfaces |
|
|
|
Why are the interfaces (presented above) called "CORBA"? |
|
|
|
The name CORBA is unfortunate. A better name would be bare interfaces. These |
|
|
|
interfaces are a "pure language feature". Use them when you want to cast various |
|
|
|
classes as the same interface, because they share a common API. |
|
|
|
While these types of interfaces can be used together with the CORBA (Common |
|
Object Request Broker Architecture) technology (see wikipedia about CORBA 3), |
|
they are not tied to this technology in any way. |
|
|
|
Is the {$interfaces corba} declaration needed? |
|
|
|
Yes, because by default you create COM interfaces. This can be stated explicitly |
|
by saying {$interfaces com} , but usually it’s not needed since it’s the default |
|
state. |
|
|
|
And I don’t advise using COM interfaces, especially if you’re looking for something |
|
|
|
equivalent to interfaces from other programming languages. The CORBA interfaces |
|
|
|
in Pascal are exactly what you expect if you’re looking for something equivalent to |
|
|
|
the interfaces in C# and Java. While the COM interfaces bring additional features |
|
|
|
that you possibly don’t want. |
|
|
|
Note that the {$interfaces xxx} declaration only affects the interfaces |
|
that do not have any explicit ancestor (just the keyword interface , not |
|
interface(ISomeAncestor) ). When an interface has an ancestor, it has the |
|
same type as the ancestor, regardless of the {$interfaces xxx} declaration. |
|
|
|
What are COM interfaces? |
|
|
|
The COM interface is synonymous with an interface descending from a special |
|
IUnknown interface. Descending from IUnknown : |
|
|
|
• Requires that your classes define the _AddRef and _ReleaseRef methods. |
|
Proper implementation of these methods can manage the lifetime of your objects |
|
|
|
using the reference-counting. |
|
|
|
• Adds the QueryInterface method. |
|
|
|
• Allows to interact with the COM (Component Object Model) technology. |
|
|
|
3 |
|
|
|
https://en.wikipedia.org/wiki/Common_Object_Request_Broker_Architecture |
|
|
|
97 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
Why do you advise to not use the COM interfaces? |
|
|
|
Because COM interfaces "entangle" two features that should be unrelated |
|
|
|
(orthogonal) in my view: multiple inheritance and reference counting. Other |
|
programming languages rightly use separate concepts for these two features. |
|
|
|
To be clear: reference-counting, that provides an automatic memory management |
|
|
|
(in simple situations, i.e. without cycles), is a very useful concept. But entangling |
|
|
|
this feature with interfaces (instead of making them orthogonal features) is |
|
|
|
unclean in my eyes. It definitely doesn’t match my use cases. |
|
|
|
• Sometimes I want to cast my (otherwise unrelated) classes to a common |
|
|
|
interface. |
|
|
|
• Sometimes I want to manage memory using the reference counting approach. |
|
|
|
• Maybe some day I will want to interact with the COM technology. |
|
But these are all separate, unrelated needs. Entangling them in a single language |
|
|
|
feature is counter-useful in my experience. It does cause actual problems: |
|
|
|
• If I want the feature of casting classes to a common interface API, but I don’t |
|
|
|
want the reference-counting mechanism (I want to manually free objects), then |
|
|
|
the COM interfaces are problematic. Even when reference-counting is disabled |
|
by a special _AddRef and _ReleaseRef implementation, you still need to be |
|
careful to never have a temporary interface reference hanging, after you have |
|
|
|
freed the class instance. More details about it in the next section. |
|
|
|
• If I want the feature of reference counting, but I have no need for an interface |
|
|
|
hierarchy to represent something different than the class hierarchy, then I have |
|
|
|
to duplicate my classes API in interfaces. Thus creating a single interface for |
|
|
|
each class. This is counter-productive. I would much rather have smart pointers |
|
|
|
as a separate language feature, not entangled with interfaces (and luckily, it’s |
|
|
|
coming:). |
|
|
|
That is why I advise to use CORBA style interfaces, and the {$interfaces |
|
corba} directive, in all modern code dealing with interfaces. |
|
|
|
Only if you need both "reference counting" and "multiple inheritance" at the same |
|
|
|
time, then use COM interfaces. Also, Delphi has only COM interfaces for now, so |
|
|
|
you need to use COM interfaces if your code must be compatible with Delphi. |
|
|
|
Can we have reference-counting with CORBA interfaces? |
|
|
|
Yeah. Just add _AddRef / _ReleaseRef methods. There’s no need to descend |
|
from the IUnknown interface. Although in most cases, if you want reference- |
|
counting with your interfaces, you may as well just use COM interfaces. |
|
|
|
98 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
10.3. Interfaces GUIDs |
|
|
|
GUIDs are the seemingly random characters ['{ABCD1234-…}'] that you see |
|
placed at every interface definition. Yes, they are just random. Unfortunately, they are |
|
|
|
necessary. |
|
|
|
The GUIDs have no meaning if you don’t plan on integrating with communication |
|
|
|
technologies like COM nor CORBA. But they are necessary, for implementation |
|
|
|
reasons. Don’t be fooled by the compiler, that unfortunately allows you to declare |
|
|
|
interfaces without GUIDs. |
|
|
|
Without the (unique) GUIDs, your interfaces will be treated equal by the is operator. |
|
In effect, it will return true if your class supports any of your interfaces. The magic |
|
function Supports(ObjectInstance, IMyInterface) behaves slightly better |
|
here, as it refuses to be compiled for interfaces without a GUID. This is true for both |
|
CORBA and COM interfaces, as of FPC 3.0.0. |
|
|
|
So, to be on the safe side, you should always declare a GUID for your interface. You |
|
can use Lazarus GUID generator ( Ctrl + Shift + G shortcut in the editor). Or |
|
you can use an online service like https://www.guidgenerator.com/ . |
|
|
|
Or you can write your own tool for this, using the CreateGUID and GUIDToString |
|
functions in RTL. See the example below: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
uses |
|
SysUtils; |
|
|
|
var |
|
MyGuid: TGUID; |
|
|
|
begin |
|
Randomize; |
|
|
|
CreateGUID(MyGuid); |
|
|
|
WriteLn('[''' + GUIDToString(MyGuid) + ''']'); |
|
end. |
|
|
|
10.4. Reference-counted (COM) interfaces |
|
|
|
The COM interfaces bring two additional features: |
|
|
|
1. integration with COM (a technology from Windows, also available on Unix through |
|
|
|
XPCOM, used by Mozilla), |
|
|
|
99 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
2. reference counting (which gives you automatic destruction when all the interface |
|
|
|
references go out of scope). |
|
|
|
When using COM interfaces, you need to be aware of their automatic destruction |
|
|
|
mechanism and relation to COM technology. |
|
|
|
In practice, this means that: |
|
|
|
• Your class needs |
|
|
|
implement a magic _AddRef , _Release , and |
|
QueryInterface methods. Or descend from something that already implements |
|
them. A particular implementation of these methods may actually enable or disable |
|
|
|
to |
|
|
|
the reference-counting feature of COM interfaces (although disabling it is somewhat |
|
|
|
dangerous — see the next point). |
|
|
|
# The standard class TInterfacedObject implements these methods to |
|
|
|
enable the reference-counting. |
|
|
|
# The standard class TComponent implements these methods to disable the |
|
|
|
reference-counting. |
|
|
|
• You need to be careful of freeing the class, when it may be referenced by |
|
|
|
some interface variables. Because the interface is released using a virtual method |
|
|
|
(because it may be reference-counted, even if you hack the _AddRef method to not |
|
|
|
be reference-counted…), you cannot free the underlying object instance as long as |
|
|
|
some interface variable may point to it. See "7.7 Reference counting" in the FPC |
|
|
|
manual (http://freepascal.org/docs-html/ref/refse47.html). |
|
|
|
The safest approach to using COM interfaces is to |
|
|
|
• accept the fact that they are reference-counted, |
|
|
|
• derive the appropriate classes from TInterfacedObject , |
|
|
|
• and avoid using the class instance, instead accessing the instance always through |
|
|
|
the interface, letting reference-counting manage the deallocation. |
|
|
|
This is an example of such interface use: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
{$interfaces com} |
|
|
|
uses |
|
SysUtils, Classes; |
|
|
|
type |
|
|
|
100 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
IMyInterface = interface |
|
['{3075FFCD-8EFB-4E98-B157-261448B8D92E}'] |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass1 = class(TInterfacedObject, IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass2 = class(TInterfacedObject, IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass3 = class(TInterfacedObject) |
|
procedure Shoot; |
|
end; |
|
|
|
procedure TMyClass1.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass1.Shoot'); |
|
end; |
|
|
|
procedure TMyClass2.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass2.Shoot'); |
|
end; |
|
|
|
procedure TMyClass3.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass3.Shoot'); |
|
end; |
|
|
|
procedure UseThroughInterface(I: IMyInterface); |
|
|
|
begin |
|
Write('Shooting... '); |
|
I.Shoot; |
|
end; |
|
|
|
var |
|
C1: IMyInterface; // COM takes care of destruction |
|
C2: IMyInterface; // COM takes care of destruction |
|
C3: TMyClass3; // YOU have to take care of destruction |
|
|
|
begin |
|
C1 := TMyClass1.Create as IMyInterface; |
|
C2 := TMyClass2.Create as IMyInterface; |
|
|
|
101 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
C3 := TMyClass3.Create; |
|
try |
|
UseThroughInterface(C1); // no need to use "as" operator |
|
UseThroughInterface(C2); |
|
if C3 is IMyInterface then |
|
UseThroughInterface(C3 as IMyInterface); // this will not execute |
|
finally |
|
{ C1 and C2 variables go out of scope and will be auto-destroyed now. |
|
|
|
In contrast, C3 is a class instance, not managed by an interface, |
|
|
|
and it has to be destroyed manually. } |
|
FreeAndNil(C3); |
|
end; |
|
end. |
|
|
|
10.5. Using COM interfaces with reference-counting disabled |
|
|
|
in |
|
|
|
the previous section, your class can descend |
|
|
|
As mentioned |
|
from |
|
TComponent (or a similar class like TNonRefCountedInterfacedObject and |
|
TNonRefCountedInterfacedPersistent ) which disables reference-counting for |
|
COM interfaces. This allows you to use COM interfaces, and still free the class instance |
|
|
|
manually. |
|
|
|
You need to be careful in this case to not free the class instance when some interface |
|
variable may refer to it. Remember that every typecast Cx as IMyInterface also |
|
creates a temporary interface variable, which may be present even until the end of |
|
the current procedure. For this reason, the example below uses a UseInterfaces |
|
procedure, and it frees the class instances outside of this procedure (when we can be |
|
|
|
sure that temporary interface variables are out of scope). |
|
|
|
To avoid this mess, it’s usually better to use CORBA interfaces, if you don’t want |
|
|
|
reference-counting with your interfaces. |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
{$interfaces com} |
|
|
|
uses |
|
SysUtils, Classes; |
|
|
|
type |
|
IMyInterface = interface |
|
['{3075FFCD-8EFB-4E98-B157-261448B8D92E}'] |
|
procedure Shoot; |
|
|
|
102 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
end; |
|
|
|
TMyClass1 = class(TComponent, IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass2 = class(TComponent, IMyInterface) |
|
procedure Shoot; |
|
end; |
|
|
|
TMyClass3 = class(TComponent) |
|
procedure Shoot; |
|
end; |
|
|
|
procedure TMyClass1.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass1.Shoot'); |
|
end; |
|
|
|
procedure TMyClass2.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass2.Shoot'); |
|
end; |
|
|
|
procedure TMyClass3.Shoot; |
|
|
|
begin |
|
WriteLn('TMyClass3.Shoot'); |
|
end; |
|
|
|
procedure UseThroughInterface(I: IMyInterface); |
|
|
|
begin |
|
Write('Shooting... '); |
|
I.Shoot; |
|
end; |
|
|
|
var |
|
C1: TMyClass1; |
|
|
|
C2: TMyClass2; |
|
|
|
C3: TMyClass3; |
|
|
|
procedure UseInterfaces; |
|
|
|
begin |
|
if C1 is IMyInterface then |
|
//if Supports(C1, IMyInterface) then // equivalent to "is" check above |
|
UseThroughInterface(C1 as IMyInterface); |
|
|
|
103 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
if C2 is IMyInterface then |
|
UseThroughInterface(C2 as IMyInterface); |
|
if C3 is IMyInterface then |
|
UseThroughInterface(C3 as IMyInterface); |
|
end; |
|
|
|
begin |
|
C1 := TMyClass1.Create(nil); |
|
C2 := TMyClass2.Create(nil); |
|
C3 := TMyClass3.Create(nil); |
|
try |
|
UseInterfaces; |
|
finally |
|
FreeAndNil(C1); |
|
|
|
FreeAndNil(C2); |
|
|
|
FreeAndNil(C3); |
|
end; |
|
end. |
|
|
|
10.6. Typecasting interfaces |
|
|
|
This section applies to both CORBA and COM interfaces (however, it has some explicit |
|
|
|
exceptions for CORBA). |
|
|
|
1. Casting to an interface type using the as operator makes a check at run-time. |
|
|
|
Consider this code: |
|
|
|
UseThroughInterface(Cx as IMyInterface); |
|
|
|
It works for all C1 , C2 , C3 instances in the examples in previous sections. If |
|
executed, it would make a run-time error in case of C3 , that does not implement |
|
IMyInterface . |
|
|
|
Using as operator works consistently regardless if Cx is declared as a class |
|
instance (like TMyClass2 ) or interface (like IMyInterface2 ). |
|
|
|
However, it is not allowed for CORBA interfaces. |
|
|
|
2. You can instead cast the instance as an interface implicitly: |
|
|
|
UseThroughInterface(Cx); |
|
|
|
104 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
In this case, the typecast must be valid at compile-time. So this will compile for C1 |
|
and C2 (that are declared as classes that implement IMyInterface ). But it will |
|
not compile for C3 . |
|
|
|
In essence, this typecast looks and works just like for regular classes. Wherever |
|
an instance of a class TMyClass is required, you can always use there a variable |
|
that is declared with a class of TMyClass , or TMyClass descendant. The same |
|
rule applies to interfaces. No need for any explicit typecast in such situations. |
|
|
|
3. You can also typecast using IMyInterface(Cx) . Like this: |
|
|
|
UseThroughInterface(IMyInterface(Cx)); |
|
|
|
Usually, such typecasting syntax indicates an unsafe, unchecked typecast. Bad |
|
|
|
things will happen if you cast to an incorrect interface. And that’s true, if you cast a |
|
class to a class, or an interface to an interface, using this syntax. |
|
|
|
There is a small exception here: if Cx is declared as a class (like TMyClass2 ), |
|
then this is a typecast that must be valid at compile-time. So casting a class to an |
|
|
|
interface this way is a safe, fast (checked at compile-time) typecast. |
|
|
|
To test it all, play around with this example code: |
|
|
|
{$mode objfpc}{$H+}{$J-} |
|
|
|
// {$interfaces corba} // note that "as" typecasts for CORBA will not |
|
|
|
compile |
|
|
|
uses Classes; |
|
|
|
type |
|
IMyInterface = interface |
|
['{7FC754BC-9CA7-4399-B947-D37DD30BA90A}'] |
|
procedure One; |
|
end; |
|
|
|
IMyInterface2 = interface(IMyInterface) |
|
['{A72B7008-3F90-45C1-8F4C-E77C4302AA3E}'] |
|
procedure Two; |
|
end; |
|
|
|
IMyInterface3 = interface(IMyInterface2) |
|
|
|
105 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
['{924BFB98-B049-4945-AF17-1DB08DB1C0C5}'] |
|
procedure Three; |
|
end; |
|
|
|
TMyClass = class(TComponent, IMyInterface) |
|
procedure One; |
|
end; |
|
|
|
TMyClass2 = class(TMyClass, IMyInterface, IMyInterface2) |
|
procedure One; |
|
procedure Two; |
|
end; |
|
|
|
procedure TMyClass.One; |
|
|
|
begin |
|
Writeln('TMyClass.One'); |
|
end; |
|
|
|
procedure TMyClass2.One; |
|
|
|
begin |
|
Writeln('TMyClass2.One'); |
|
end; |
|
|
|
procedure TMyClass2.Two; |
|
|
|
begin |
|
Writeln('TMyClass2.Two'); |
|
end; |
|
|
|
procedure UseInterface2(const I: IMyInterface2); |
|
|
|
begin |
|
I.One; |
|
|
|
I.Two; |
|
end; |
|
|
|
procedure UseInterface3(const I: IMyInterface3); |
|
|
|
begin |
|
I.One; |
|
|
|
I.Two; |
|
|
|
I.Three; |
|
end; |
|
|
|
var |
|
My: IMyInterface; |
|
|
|
MyClass: TMyClass; |
|
|
|
begin |
|
|
|
106 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
My := TMyClass2.Create(nil); |
|
MyClass := TMyClass2.Create(nil); |
|
|
|
// This doesn't compile, since at compile-time it's unknown if My is |
|
|
|
IMyInterface2. |
|
// UseInterface2(My); |
|
// UseInterface2(MyClass); |
|
|
|
// This compiles and works OK. |
|
UseInterface2(IMyInterface2(My)); |
|
// This does not compile. Casting InterfaceType(ClassType) is checked at |
|
|
|
compile-time. |
|
// UseInterface2(IMyInterface2(MyClass)); |
|
|
|
// This compiles and works OK. |
|
UseInterface2(My as IMyInterface2); |
|
// This compiles and works OK. |
|
UseInterface2(MyClass as IMyInterface2); |
|
|
|
// This compiles, but will fail at runtime, with ugly "Access |
|
|
|
violation". |
|
// UseInterface3(IMyInterface3(My)); |
|
// This does not compile. Casting InterfaceType(ClassType) is checked at |
|
|
|
compile-time. |
|
// UseInterface3(IMyInterface3(MyClass)); |
|
|
|
// This compiles, but will fail at runtime, with nice "EInvalidCast: |
|
|
|
Invalid type cast". |
|
// UseInterface3(My as IMyInterface3); |
|
// This compiles, but will fail at runtime, with nice "EInvalidCast: |
|
|
|
Invalid type cast". |
|
// UseInterface3(MyClass as IMyInterface3); |
|
|
|
Writeln('Finished'); |
|
end. |
|
|
|
11. About this document |
|
|
|
Copyright Michalis Kamburelis. |
|
|
|
The source code of this document is in AsciiDoc on https://github.com/michaliskambi/ |
|
|
|
modern-pascal-introduction. Suggestions for corrections and additions, and patches |
|
|
|
and pull requests, are always very welcome:) You can reach me through GitHub |
|
|
|
107 |
|
|
|
Modern Object Pascal Introduction for Programmers |
|
|
|
or email michalis@castle-engine.io 4. My homepage is https://michalis.xyz/. This |
|
document is linked under the Documentation section of the Castle Game Engine |
|
|
|
website https://castle-engine.io/. |
|
|
|
You can redistribute and even modify this document freely, under the same licenses |
|
|
|
as Wikipedia https://en.wikipedia.org/wiki/Wikipedia:Copyrights : |
|
|
|
• Creative Commons Attribution-ShareAlike 3.0 Unported License (CC BY-SA) |
|
|
|
• or the GNU Free Documentation License (GFDL) (unversioned, with no invariant |
|
|
|
sections, front-cover texts, or back-cover texts) . |
|
|
|
Thank you for reading! |
|
|
|
4 |
|
|
|
mailto:michalis@castle-engine.io |
|
|
|
108 |
|
|
|
|