Variables: Difference between revisions

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(Added deallocation info as Dedboomer reported)
(Informative box for local variable deallocation)
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== Deletion ==
== Deletion ==


Once created, variables will take up space in the computer's memory. This is not drastic for small variables, but if a big number of very large variables is used, some unneeded variables should be undefined in order to free up memory. This can be done by setting their value to [[nil]].
Once created, variables will take up space in the computer's memory. This is not drastic for small variables, but if a big number of very large variables is used, some unneeded ones should be undefined in order to free up memory. This can be done by setting their value to [[nil]].


  hugeVariable = nil;
  hugeVariable = nil;
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This effectively destroys a variable as if it had never existed.
This effectively destroys a variable as if it had never existed.


Private variables are deallocated when the scope for which they are visible is exited, so there's no need to manually deallocate them
{{Informative | Local variables are automatically freed (deleted from memory) when their scope is exited, avoiding the need to manually deallocate them.}}


== Scopes ==
== Scopes ==
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; public
; public
: A variable is broadcasted over the network and visible on all computers connected to the network.
: A global variable is broadcasted over the network and visible on all computers connected to the network.


=== Local Variables ===
=== Local Variables ===
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  _myLocalVariable = 0;
  _myLocalVariable = 0;


In functions you should additionally mark variables as private using the command [[private]]. Otherwise you may modify local variables of the calling script that are visible in the function.
In [[Arma 3 Functions Library|functions]] you should additionally mark variables as private using the command [[private]]. Otherwise, you may modify local variables of the [[call]]ing script that are visible in the function.


{{cc|Since {{arma3}} v1.54}}
  [[private]] _myLocalVariable = 0;
  [[private]] _myLocalVariable = 0;
{{cc|Before {{arma3}} v1.54}}
[[private]] "_myLocalVariable";
_myLocalVariable = 0;
{{cc|Alternative method to private multiple local variables at the same time}}
[[private]] ["_myLocalVariable1", "_myLocalVariable2", (...)];
_myLocalVariable1 = 1;
_myLocalVariable2 = 2;
(...)


You may also pass more [[Identifier|identifiers]] to the private command using a [[String]] or [[Array]].
private "_myLocalVariable";
private ["_myLocalVariable1", "_myLocalVariable2", ...];


=== Global Variables ===
=== Global Variables ===
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Global variables are visible on the whole computer where they are defined. Names given to units in the [[Mission Editor]] are also global variables pointing to those units, which may not be redefined or modified.
Global variables are visible on the whole computer where they are defined. Names given to units in the [[Mission Editor]] are also global variables pointing to those units, which may not be redefined or modified.


[[Identifier]]s of global variables ''must not'' start with underscore. Otherwise there are the same rules as for all [[Identifier|identifiers]].
[[Identifier]]s of global variables ''must not'' start with underscore. Besides this, they use the same rules as for all [[Identifier|identifiers]].


myGlobalVariable = 0;
myGlobalVariable = 0;


=== Public Variables ===
=== Public Variables ===
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The value of a global variable gets broadcasted over the network using [[publicVariable]]. After the call of this command the variable will have the same value on all [[Client|clients]]. Once you modify the variable though you have to broadcast it manually ''again'' with [[publicVariable]].
The value of a global variable gets broadcasted over the network using [[publicVariable]]. After the call of this command the variable will have the same value on all [[Client|clients]]. Once you modify the variable though you have to broadcast it manually ''again'' with [[publicVariable]].


== More informations relative to private variable ==
 
== More information relative to private variable ==
 
If a private variable is initialized within a [[Control Structures]] (i.e. [[if]], [[for]], [[switch]], [[while]]) its scope will stay ''within'' this structure (i.e. outside of the structure it will still be seen as undefined).
If a private variable is initialized within a [[Control Structures]] (i.e. [[if]], [[for]], [[switch]], [[while]]) its scope will stay ''within'' this structure (i.e. outside of the structure it will still be seen as undefined).


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Returns [[true]] since the variable was initialized before the [[if]]..[[then]] statement.<br>
Returns [[true]] since the variable was initialized before the [[if]]..[[then]] statement.<br>
To initialize private variables so that they are available throughout the whole script (including any control structures), initialize it via the [[private]] command (e.g. {{Inline code | [[private]] _varname;}}) at the beginning of the script.
To initialize private variables so that they are available throughout the whole script (including any control structures), initialize it via the [[private]] command (e.g. {{Inline code | [[private]] _varname;}}) at the beginning of the script.


== Data Types ==
== Data Types ==
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Read the article [[Data Types]] for more information about variable types.
Read the article [[Data Types]] for more information about variable types.


== Multiplayer Considerations ==
== Multiplayer Considerations ==
<!-- TODO: introduce Functions -->
Storing vars and functions into global vars without securing them with [[compileFinal]] (only after Arma-3) is a '''very''' bad practice in MP.
Basically, if you have a script installed on a server in mission file that uses functions stored in unprotected variables then hackers can overwrite that function attached to a public variable and make it execute code for everyone and do a lot of nasty stuff. So please put all of the code for each function in a SEPARATE file and initialize them like this:
myGlobalVarFunction = [[compileFinal]] [[preprocessFileLineNumbers]] "Dir\where\function\is\fnc_globalVarFunction.sqf";
That way, the function can be called and spawned without it being subject to hackers that attempt to overwrite the global variable "myGlobalVarFunction".


Everyone happy :)
Storing functions ( or any callable code) into global variables without securing them with [[compileFinal]] (since {{arma3}}) is a '''very''' bad practice in multiplayer. The biggest security risk would be to see it being overriden by a malicious usage of [[publicVariable]], setting potentially dangerous code in it.
 
The best option is to declare your function in [[Arma 3 Functions Library|CfgFunctions]] so the engine secures it for you.
 
If you want to manually create a global function, the best practice is the following:
myGlobalVarFunction = [[compileFinal]] [[preprocessFileLineNumbers]] "functions\directory\functionsFile.sqf";




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* [[Data Types]]
* [[Data Types]]
* [[Magic Variables]]
* [[Magic Variables]]
* [[private]] ({{arma3}})
* [[local]] ({{arma2}})




[[Category: Scripting Topics]]
[[Category: Scripting Topics]]

Revision as of 17:28, 7 April 2020

Template:SideTOC

A variable is a "storage container" or "named placeholder" for data. You can read and modify the data once this container is created.


Requirements

The following links guide to the basics to understand this article:


Initialization

The first thing to do to create a variable is to find its name, also called identifier; this name must be speaking to the reader. Once you find a proper name, you have to tell the game engine that you are going to use this identifier. This is called initialization or declaration. This is how it is done:

myVariable = 0;

Before Arma 2, querying undefined (or uninitialized) variables returns nil (undefined value); from Arma 2 and later, it returns an "Error Undefined variable in expression" error.

An undefined (nil) variable converted to String with str will return scalar bool array string 0xe0ffffef (in Armed Assault) and scalar bool array string 0xfcffffef (in Operation Flashpoint).
Unless trying to emulate isNil, always declare your variable before trying to access it.


Deletion

Once created, variables will take up space in the computer's memory. This is not drastic for small variables, but if a big number of very large variables is used, some unneeded ones should be undefined in order to free up memory. This can be done by setting their value to nil.

hugeVariable = nil;

This effectively destroys a variable as if it had never existed.

Local variables are automatically freed (deleted from memory) when their scope is exited, avoiding the need to manually deallocate them.

Scopes

Variables are only visible in certain scopes of the game. This prevents name conflicts between different variables in different scripts.

There are three scopes:

local
A variable is only visible in the script, or function, or Control Structures in which it was defined.
global
A variable is visible on the whole computer where it was defined.
public
A global variable is broadcasted over the network and visible on all computers connected to the network.

Local Variables

Local variables are only visible in a specific script, or function, or Control Structures.

The identifier of local variables in a script always has to started with an underscore.

_myLocalVariable = 0;

In functions you should additionally mark variables as private using the command private. Otherwise, you may modify local variables of the calling script that are visible in the function.

// Since Arma 3 v1.54
private _myLocalVariable = 0;

// Before Arma 3 v1.54
private "_myLocalVariable";
_myLocalVariable = 0;

// Alternative method to private multiple local variables at the same time
private ["_myLocalVariable1", "_myLocalVariable2", (...)];
_myLocalVariable1 = 1;
_myLocalVariable2 = 2;
(...)


Global Variables

Global variables are visible on the whole computer where they are defined. Names given to units in the Mission Editor are also global variables pointing to those units, which may not be redefined or modified.

Identifiers of global variables must not start with underscore. Besides this, they use the same rules as for all identifiers.

myGlobalVariable = 0;

Public Variables

Public variables are global variables, visible on several computers in the network. You can never have true public variables, but you can emulate their behaviour.

The value of a global variable gets broadcasted over the network using publicVariable. After the call of this command the variable will have the same value on all clients. Once you modify the variable though you have to broadcast it manually again with publicVariable.


More information relative to private variable

If a private variable is initialized within a Control Structures (i.e. if, for, switch, while) its scope will stay within this structure (i.e. outside of the structure it will still be seen as undefined).

if (alive player) then { private _living = true; }; hint format ["%1", _living]; Returns an error, since the private variable was not initialized before being used within a control structure.

private _living = false; if (alive player) then { _living = true; }; hint format ["%1", _living]; Returns true since the variable was initialized before the if..then statement.
To initialize private variables so that they are available throughout the whole script (including any control structures), initialize it via the private command (e.g. private _varname;) at the beginning of the script.


Data Types

Variables may store certain values. The kind of the value specifies the type of the variable. Different operators and commands require variables to be of different types.

Read the article Data Types for more information about variable types.


Multiplayer Considerations

Storing functions ( or any callable code) into global variables without securing them with compileFinal (since Arma 3) is a very bad practice in multiplayer. The biggest security risk would be to see it being overriden by a malicious usage of publicVariable, setting potentially dangerous code in it.

The best option is to declare your function in CfgFunctions so the engine secures it for you.

If you want to manually create a global function, the best practice is the following:

myGlobalVarFunction = compileFinal preprocessFileLineNumbers "functions\directory\functionsFile.sqf";


See also