Scripting: Keywords – Arma Reforger

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m (Some wiki formatting)
m (Some wiki formatting)
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=== class ===
=== class ===
| Declares a class
| Declares a class
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== modded ===
=== modded ===
| See {{Link|Arma Reforger:Object Oriented Programming Advanced Usage#Modding}}.
| See {{Link|Arma Reforger:Object Oriented Programming Advanced Usage#Modding}}.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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{
{
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== sealed ===
=== sealed ===
| A class marked with the '''sealed''' keyword cannot be inherited from
| A class marked with the '''sealed''' keyword cannot be inherited from
<syntaxhighlight lang="C#">
<enforce>
sealed class Infertile
sealed class Infertile
{
{
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{
{
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== extends ===
=== extends ===
| states that the declared class inherits from another
| states that the declared class inherits from another
<syntaxhighlight lang="C#">
<enforce>
class ChildClass extends ParentClass
class ChildClass extends ParentClass
{
{
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{
{
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== typedef ===
=== typedef ===
| Declares an alias for a type
| Declares an alias for a type
<syntaxhighlight lang="C#">
<enforce>
typedef string Text;
typedef string Text;


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Text m_sMyText = "This is my text, that is a string";
Text m_sMyText = "This is my text, that is a string";
}
}
</syntaxhighlight>
</enforce>
|}
|}


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=== private ===
=== private ===
| Modifier for class method. The method can be called only from inside of the same class' methods. A modded class will '''not''' be able to use it either.
| Modifier for class method. The method can be called only from inside of the same class' methods. A modded class will '''not''' be able to use it either.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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classInstance.PublicHelloWorld(); // works - calls PublicHelloWorld() that calls HelloWorld()
classInstance.PublicHelloWorld(); // works - calls PublicHelloWorld() that calls HelloWorld()
classInstance.HelloWorld(); // compilation error - HelloWorld() is private and cannot be accessed
classInstance.HelloWorld(); // compilation error - HelloWorld() is private and cannot be accessed
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== protected ===
=== protected ===
| Modifier for class method. The method can be called only from inside of class' methods or methods of its extended (children) classes, or a modded class.
| Modifier for class method. The method can be called only from inside of class' methods or methods of its extended (children) classes, or a modded class.
<syntaxhighlight lang="C#">
<enforce>
class ParentClass
class ParentClass
{
{
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ParentClass classInstance = new ParentClass();
ParentClass classInstance = new ParentClass();
classInstance.HelloWorld(); // compilation error - HelloWorld() is protected and cannot be accessed
classInstance.HelloWorld(); // compilation error - HelloWorld() is protected and cannot be accessed
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== static ===
=== static ===
| Modifier for class method. The method can be called without object pointer, just by ClassName.methodName(). Only static values/methods can be accessed from a static method.
| Modifier for class method. The method can be called without object pointer, just by ClassName.methodName(). Only static values/methods can be accessed from a static method.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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ExampleClass classInstance = new ExampleClass();
ExampleClass classInstance = new ExampleClass();
classInstance.HelloWorld(); // works
classInstance.HelloWorld(); // works
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
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=== override ===
=== override ===
| Modifier for class method indicating overriding of base class method. Compiler checks if is method present in base class and if method signature matches.
| Modifier for class method indicating overriding of base class method. Compiler checks if is method present in base class and if method signature matches.
<syntaxhighlight lang="C#">
<enforce>
class ParentClass
class ParentClass
{
{
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ChildClass childClassInstance = new ChildClass();
ChildClass childClassInstance = new ChildClass();
childClassInstance.HelloWorld(); // prints "Hello there"
childClassInstance.HelloWorld(); // prints "Hello there"
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== sealed ===
=== sealed ===
| Modifier for class method. The method cannot be overridden in derived classes.
| Modifier for class method. The method cannot be overridden in derived classes.
<syntaxhighlight lang="C#">
<enforce>
class ParentClass
class ParentClass
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|}
|}


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=== out ===
=== out ===
| Modifier for function parameters. It tells that variable will be changed by function call.
| Modifier for function parameters. It tells that variable will be changed by function call.
<syntaxhighlight lang="C#">
<enforce>
void Method(out array<string> parameter)
void Method(out array<string> parameter)
{
{
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array<string> myArray = null;
array<string> myArray = null;
Method(array); // myArray is now { "Hello", "there" }
Method(array); // myArray is now { "Hello", "there" }
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== inout ===
=== inout ===
| Modifier for function parameters. It tells that variable will be used and then changed by function call.
| Modifier for function parameters. It tells that variable will be used and then changed by function call.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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array<string> myArray = null;
array<string> myArray = null;
classInstance.Method(array); // myArray is now { "Hello", "there" } and classInstance.m_aList is referencing myArray
classInstance.Method(array); // myArray is now { "Hello", "there" } and classInstance.m_aList is referencing myArray
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== const ===
=== const ===
| Declares a constant, that is a value that cannot be modified later.
| Declares a constant, that is a value that cannot be modified later.
<syntaxhighlight lang="C#">
<enforce>
const string MY_TEXT = "Hello there";
const string MY_TEXT = "Hello there";


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MY_TEXT = "General Kenobi"; // compilation error - a constant is set in stone and cannot be modified
MY_TEXT = "General Kenobi"; // compilation error - a constant is set in stone and cannot be modified
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
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=== notnull ===
=== notnull ===
| Modifier for function parameter of class pointer type. It tells that function expect the parameter will never be '''null'''. It shows error eventually and function won't be called.
| Modifier for function parameter of class pointer type. It tells that function expect the parameter will never be '''null'''. It shows error eventually and function won't be called.
<syntaxhighlight lang="C#">
<enforce>
void Method(notnull IEntity entity) // no need to check for "if (!entity)" inside the method
void Method(notnull IEntity entity) // no need to check for "if (!entity)" inside the method
{
{
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Method(myEntity);
Method(myEntity);
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== private ===
=== private ===
| Value can only be accessed from the class/instance methods. Mutually exclusive with "protected".
| Value can only be accessed from the class/instance methods. Mutually exclusive with "protected".
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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ExampleClass classInstance = new ExampleClass();
ExampleClass classInstance = new ExampleClass();
Print(classInstance.m_bIsActive); // compilation error - m_bIsActive is private and cannot be accessed
Print(classInstance.m_bIsActive); // compilation error - m_bIsActive is private and cannot be accessed
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== protected ===
=== protected ===
| Value can only be accessed from the class/instance methods or its children. Mutually exclusive with "private".
| Value can only be accessed from the class/instance methods or its children. Mutually exclusive with "private".
<syntaxhighlight lang="C#">
<enforce>
class ParentClass
class ParentClass
{
{
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ChildClass childClassInstance = new ChildClass();
ChildClass childClassInstance = new ChildClass();
Print(childClassInstance.m_bProtected); // compilation error - m_bProtected is protected and cannot be accessed
Print(childClassInstance.m_bProtected); // compilation error - m_bProtected is protected and cannot be accessed
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== static ===
=== static ===
| Value belongs to the class and not an instance of it. If public, it can be accessed without object pointer, just by <syntaxhighlight lang="c#">ClassName.variable</syntaxhighlight>
| Value belongs to the class and not an instance of it. If public, it can be accessed without object pointer, just by <enforce>ClassName.variable</enforce>
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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Print(classInstance.bStaticValue); // works
Print(classInstance.bStaticValue); // works
classInstance.bStaticValue = true; // works
classInstance.bStaticValue = true; // works
</syntaxhighlight>
</enforce>
{{Feature|warning|Due to the nature of per-mission mod loading/unloading, {{hl|static}} properties '''are reset game-wide''' on modded mission start/leave due to game and scripts entire reload.}}
{{Feature|warning|Due to the nature of per-mission mod loading/unloading, {{hl|static}} properties '''are reset game-wide''' on modded mission start/leave due to game and scripts entire reload.}}
|- style="vertical-align: top"
|- style="vertical-align: top"
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=== new ===
=== new ===
| Creates an instance of the provided class.
| Creates an instance of the provided class.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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ExampleClass classInstance = new ExampleClass();
ExampleClass classInstance = new ExampleClass();
</syntaxhighlight>
</enforce>
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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ExampleClass classInstance = new ExampleClass(5); // needs Constructor-defined arguments
ExampleClass classInstance = new ExampleClass(5); // needs Constructor-defined arguments
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
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| Deletes an object and sets all its references to {{hl|null}}.
| Deletes an object and sets all its references to {{hl|null}}.
{{Feature|important|It is not possible to delete an object if there is an external reference to it, like an array.}}
{{Feature|important|It is not possible to delete an object if there is an external reference to it, like an array.}}
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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};
};
};
};
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
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=== this ===
=== this ===
| Refers to the method's object itself.
| Refers to the method's object itself.
<syntaxhighlight lang="C#">
<enforce>
class ExampleClass
class ExampleClass
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== super ===
=== super ===
| Refers to the '''parent''' class for the requested variable/function.
| Refers to the '''parent''' class for the requested variable/function.
<syntaxhighlight lang="C#">
<enforce>
class Gen1
class Gen1
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|}
|}


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=== if ===
=== if ===
| verifies a boolean condition. If the condition is true then the code is executed.
| verifies a boolean condition. If the condition is true then the code is executed.
<syntaxhighlight lang="C#">
<enforce>
void Method(int value = 0)
void Method(int value = 0)
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== else ===
=== else ===
| optional, declares code to be executed if the if condition is not met
| optional, declares code to be executed if the if condition is not met
<syntaxhighlight lang="C#">
<enforce>
void Method(int value = 0)
void Method(int value = 0)
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== for ===
=== for ===
| processes code while the provided condition is met. The syntax is:
| processes code while the provided condition is met. The syntax is:
<syntaxhighlight lang="C#">
<enforce>
for (initialisation; loopCondition; completionCode)
for (initialisation; loopCondition; completionCode)
{
{
// code here
// code here
}
}
</syntaxhighlight>
</enforce>
<syntaxhighlight lang="C#">
<enforce>
void MethodA(notnull array<string> words)
void MethodA(notnull array<string> words)
{
{
Line 548: Line 548:
}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== foreach ===
=== foreach ===
| processes code for each element of an iterable object (e.g an array). Iteration separator is{{hl|:}}.
| processes code for each element of an iterable object (e.g an array). Iteration separator is{{hl|:}}.
<syntaxhighlight lang="C#">
<enforce>
// array example
// array example
void Method(notnull array<string> words)
void Method(notnull array<string> words)
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}
}
}
}
</syntaxhighlight>
</enforce>
<syntaxhighlight lang="C#">
<enforce>
// map example
// map example
void Method(notnull map<string, int> data)
void Method(notnull map<string, int> data)
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== while ===
=== while ===
| processes code while condition is met. Beware, as it can lock the program on wrong conditions!
| processes code while condition is met. Beware, as it can lock the program on wrong conditions!
<syntaxhighlight lang="C#">
<enforce>
void Method(array<string> words)
void Method(array<string> words)
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!
=== switch ===
=== switch ===
| switches the code to execute depending on the condition
| switches the code to execute depending on the condition
<syntaxhighlight lang="C#">
<enforce>
void Method(string word)
void Method(string word)
{
{
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}
}
}
}
</syntaxhighlight>
</enforce>
|- style="vertical-align: top"
|- style="vertical-align: top"
!
!

Revision as of 19:15, 30 July 2022

Class Keywords

class

Declares a class

class ExampleClass { }

modded

See Object Oriented Programming Advanced Usage - Modding.

class ExampleClass { } modded class ExampleClass // inherits and "takes the place" of the original ExampleClass { }

sealed

A class marked with the sealed keyword cannot be inherited from

sealed class Infertile { } class Child : Infertile // compilation error - a class cannot inherit from a sealed class { }

extends

states that the declared class inherits from another

class ChildClass extends ParentClass { } // alias class ChildClass : ParentClass { }

typedef

Declares an alias for a type

typedef string Text; class ExampleClass { Text m_sMyText = "This is my text, that is a string"; }


Method Keywords

proto

Prototyping of internal function (Engine side).

native

Native call convention of internal function (Engine side).

volatile

Internal function that may call back to script (hint for compiler that context need to be saved on stack).

private

Modifier for class method. The method can be called only from inside of the same class' methods. A modded class will not be able to use it either.

class ExampleClass { private void HelloWorld() { Print("Hello there"); } void PublicHelloWorld() { HelloWorld(); // works from within the object } } ExampleClass classInstance = new ExampleClass(); classInstance.PublicHelloWorld(); // works - calls PublicHelloWorld() that calls HelloWorld() classInstance.HelloWorld(); // compilation error - HelloWorld() is private and cannot be accessed

protected

Modifier for class method. The method can be called only from inside of class' methods or methods of its extended (children) classes, or a modded class.

class ParentClass { protected void HelloWorld() { Print("Hello there"); } } class ChildClass : ParentClass { void PublicHelloWorld() { HelloWorld(); // works from within the object } } ChildClass classInstance = new ChildClass(); classInstance.PublicHelloWorld(); // works - calls PublicHelloWorld() that calls HelloWorld() classInstance.HelloWorld(); // compilation error - HelloWorld() is protected and cannot be accessed ParentClass classInstance = new ParentClass(); classInstance.HelloWorld(); // compilation error - HelloWorld() is protected and cannot be accessed

static

Modifier for class method. The method can be called without object pointer, just by ClassName.methodName(). Only static values/methods can be accessed from a static method.

class ExampleClass { static void HelloWorld() { Print("Hello there"); } } ExampleClass.HelloWorld(); // works ExampleClass classInstance = new ExampleClass(); classInstance.HelloWorld(); // works

event

Hint for tools that the function should be exposed as Entity script event.

override

Modifier for class method indicating overriding of base class method. Compiler checks if is method present in base class and if method signature matches.

class ParentClass { void HelloWorld() { Print("Hello world"); } } class ChildClass : ParentClass { override void HelloWorld() { Print("Hello there"); } } ParentClass parentClassInstance = new ParentClass(); parentClassInstance.HelloWorld(); // prints "Hello world" ChildClass childClassInstance = new ChildClass(); childClassInstance.HelloWorld(); // prints "Hello there"

sealed

Modifier for class method. The method cannot be overridden in derived classes.

class ParentClass { sealed void HelloWorld() { Print("Hello there"); } } class ChildClass : ParentClass { override void HelloWorld() // compilation error - cannot override a sealed method { Print("Hello world"); } }


Value Keywords

owned

Modifier for returning internal functions. Tells the script-VM that the returning variable (string or array) must not be released.

out

Modifier for function parameters. It tells that variable will be changed by function call.

void Method(out array<string> parameter) { parameter = new array<string>(); parameter.Insert("Hello"); parameter.Insert("there"); } // ... array<string> myArray = null; Method(array); // myArray is now { "Hello", "there" }

inout

Modifier for function parameters. It tells that variable will be used and then changed by function call.

class ExampleClass { private ref array<string> m_aList; void Method(inout array<string> parameter) { parameter = new array<string>(); parameter.Insert("Hello"); parameter.Insert("there"); m_aList = parameter; } } ExampleClass classInstance = new ExampleClass(); array<string> myArray = null; classInstance.Method(array); // myArray is now { "Hello", "there" } and classInstance.m_aList is referencing myArray

const

Declares a constant, that is a value that cannot be modified later.

const string MY_TEXT = "Hello there"; void Method() { Print(MY_TEXT); // will print "Hello there" MY_TEXT = "General Kenobi"; // compilation error - a constant is set in stone and cannot be modified }

reference

Hint for tools (Material editor) that the value may be used as parameter in material.

notnull

Modifier for function parameter of class pointer type. It tells that function expect the parameter will never be null. It shows error eventually and function won't be called.

void Method(notnull IEntity entity) // no need to check for "if (!entity)" inside the method { entity.DoSomething(); // the argument can be accessed safely } if (myEntity) // it is still needed to check for null before calling the method { Method(myEntity); }

private

Value can only be accessed from the class/instance methods. Mutually exclusive with "protected".

class ExampleClass { private bool m_bIsActive; void SetActive(bool value) { m_bIsActive = value; } } ExampleClass classInstance = new ExampleClass(); Print(classInstance.m_bIsActive); // compilation error - m_bIsActive is private and cannot be accessed

protected

Value can only be accessed from the class/instance methods or its children. Mutually exclusive with "private".

class ParentClass { protected bool m_bProtected; private bool m_bPrivate; void SetPrivate(bool value) { m_bPrivate = value; } } class ChildClass : ParentClass { void SetProtected(bool value) { m_bProtected = value; // works - m_bProtected declaration reaches ChildClass } } ChildClass childClassInstance = new ChildClass(); Print(childClassInstance.m_bProtected); // compilation error - m_bProtected is protected and cannot be accessed

static

Value belongs to the class and not an instance of it. If public, it can be accessed without object pointer, just by
ClassName.variable

class ExampleClass { static bool bStaticValue; private static bool m_bPrivate; // it is good practice to make it protected/private and have getters/setters instead } Print(ExampleClass.bStaticValue); // works ExampleClass.bStaticValue = true; // works ExampleClass classInstance = new ExampleClass(); Print(classInstance.bStaticValue); // works classInstance.bStaticValue = true; // works

Due to the nature of per-mission mod loading/unloading, static properties are reset game-wide on modded mission start/leave due to game and scripts entire reload.

autoptr

Modifier for class/pointer values. Pointed object will be automatically destroyed upon end of variable lifetime (end of scope, or deletion of class, that contain it).
This keyword is useless in scripting as all classes inherit Managed, therefore are managed by ARC.

ref

Strong reference.


Code Keywords

new

Creates an instance of the provided class.

class ExampleClass { } ExampleClass classInstance = new ExampleClass();
class ExampleClass { void ExampleClass(int myValue) // a method named from the class is the constructor { Print(myValue); } } ExampleClass classInstance = new ExampleClass(5); // needs Constructor-defined arguments

delete

Deletes an object and sets all its references to null.
It is not possible to delete an object if there is an external reference to it, like an array.

class ExampleClass { void Method() { ReferencedClass obj; if (!obj) Print("obj is null"); obj = new ReferencedClass(); if (obj) Print("obj is not null"); delete obj; if (!obj) Print("obj is null"); // everything was fine obj = new ReferencedClass(); if (obj) Print("obj is not null"); array<ref ReferencedClass> list = {}; list.Insert(obj); delete obj; // throws a VM Exception }; };

thread

Creates a thread (parallel processing) from a method. Returns the thread, not the method value.

null

A null value.

this

Refers to the method's object itself.

class ExampleClass { void MethodA() { this.MethodB(); } void MethodB() { Print("It works"); } }

super

Refers to the parent class for the requested variable/function.

class Gen1 { void Method() { Print("Gen1 method"); } } class Gen2 : Gen1 { void Method() { Print("Gen2 method"); } } class Gen3 : Gen2 { void Method() { super.Method(); // prints "Gen2 method" } }


Code Flow Keywords

if

verifies a boolean condition. If the condition is true then the code is executed.

void Method(int value = 0) { if (value > 50) { Print("value is > 50"); } }

else

optional, declares code to be executed if the if condition is not met

void Method(int value = 0) { if (value > 50) { Print("value is > 50"); } else { Print("value is <= 50"); } }

for

processes code while the provided condition is met. The syntax is:

for (initialisation; loopCondition; completionCode) { // code here }
void MethodA(notnull array<string> words) { for (int i = 0; i < words.Count(); i++) { Print(words[i]); } } void MethodB(notnull array<string> words) { int i = 0; for (; i < words.Count(); i++) // initialisation is optional { Print(words[i]); } } void MethodC(notnull array<string> words) { for (int i = 0; i < words.Count();) // so is completionCode { Print(words[i]); i++; } }

foreach

processes code for each element of an iterable object (e.g an array). Iteration separator is:.

// array example void Method(notnull array<string> words) { foreach (string word : words) { Print(word); } foreach (int index, string word : words) { PrintFormat("word #%1 is %2", index, word); } }
// map example void Method(notnull map<string, int> data) { foreach (string key, int value : data) { PrintFormat("Key %1's value is %2", key, value); } }

while

processes code while condition is met. Beware, as it can lock the program on wrong conditions!

void Method(array<string> words) { int i = 0; while (i < words.Count()) { Print(words[i]); i++; // do not forget it! } }

switch

switches the code to execute depending on the condition

void Method(string word) { switch (word) { case "Hello": Print("it's Hello"); break; case "there": Print("it's there"); break; default: Print("it's not interesting."); break; } }

return

stops the code flow and returns the provided value. No value needs to be provided for void methods.