Array: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Better formatting)
m (Some wiki formatting)
 
(79 intermediate revisions by 32 users not shown)
Line 1: Line 1:
==Description==
{{TOC|side}}
An array is a list of items. Each item may be any of the [[:Category:Types|variable types]]. <br>
An '''Array''' is a list of items of varying [[:Category:Data Types|variable types]] (including other arrays). Different types can coexist within the same array.
The items in an array are referred to as its '''elements'''.<br>
Arrays have an order. That is, any element in the array comes either before, or after, any other element in the array.


==Declaring Arrays==
See also: [[:Category:Arrays|Arrays]]
Arrays are declared like this:<br>
{{Feature|warning|Since {{arma3}} v1.56, arrays are limited to maximum of '''9,999,999''' (sometimes 10,000,000) elements.}}
_array = [elementOne, elementTwo, ..., lastElement]
Each element is either a literal of some type, or an expression of some type.


For example:<br>
_array = [1, "Word", (1 + [[damage]] [[player]])]
The first two elements are literals (a [[Number]] and a [[String]]), whilst the third is an expression (a [[Number]]).


==Accessing elements==
== Working with arrays ==
Every element in the array has an '''index'''. The index says what position the element is in the array. Indices are how elements are accessed. Indices begin at zero, and continue up to (size of array - 1).


The command for accessing elements is [[select_array|select]]. For example, suppose an array is <br>
=== Array properties ===
_array = [soldier1, soldier2, soldier3]
Then, (_array [[select]] 0) is _soldier1, and (_array [[select]] 2) is soldier3.


===Looping to access elements===
An array variable is a '''reference''' to the array (see {{Link|https://en.wikipedia.org/wiki/Reference_(computer_science)|Wikipedia reference page}});
In order to loop (or '''''iterate''''') through every element in an array, for any array, we have to know the array's size. <br>
this means that if the array is edited, all the scripts/functions using a reference to this array will see the edition.
The command for finding an array's size is [[count]].


===Index rounding===
<sqf>
In OFP script, indices are rounded to the nearest whole number.
private _myArray = ["a", "b", "c"];
A bounday case (X.5, where X is any whole number) rounds to the nearest '''even''' whole number
private _myNewArray = _myArray;
_myArray set [1, "z"];
_myNewArray select 1; // will be "z"
</sqf>


'''Boundary cases:'''<br>
An array set through [[setVariable]] does not need to be assigned again if you modify it by reference:
-0.5 rounds up to 0<br>
<sqf>
-0.5 <= index <= 0.5 rounds to 0<br>
player setVariable ["myArray", ["a", "b", "c"]];
0.5 rounds down to 0<br>7
private _myArray = player getVariable "myArray";
0.5 < index < 1.5 rounds to 1<br>
_myArray set [1, "z"];
1.5 rounds up to 2<br>
player getVariable "myArray"; // is ["a", "z", "c"]
1.5 <= index <= 2.5 rounds to 2<br>
</sqf>
2.5 rounds down to 2<br>
2.5 < index < 3.5 rounds to 3<br>
3.5 rounds up to 4<br>


Other indices follow this pattern.
=== Create an array ===


===When an index is out of bounds===
<sqf>
If a rounded index refers to a position in an array that is invalid:
// Example of an empty array
*If the index is negative, an [[Error Zero Divisor]] error message will be displayed.
private _myArray = [];
*If the index is positive, the returned value will be of the [[Nothing|null type]].
count _myArray; // returns 0


''Accesses which are out of bounds'':<br>
// Example of a filled array
<pre>_array = []<br>
private _myFilledArray = ["abc", "def"];
_element = (_array select 0)
count _myFilledArray; // returns 2
</sqf>


_array = ["element"]<br>
An array can hold another array within it, that can hold another array itself, etc:
_element = (_array select 1)
<sqf>
private _myArray = [["my", "subArray", 1], ["mySubArray2"], [["my", "sub", "sub", "array"]]];
count  _myArray; // returns 3
count  (_myArray select 0); // returns 3
count  (_myArray select 1); // returns 1
count  (_myArray select 2); // returns 1
count ((_myArray select 2) select 0); // returns 4
</sqf>


_array = ["element"]<br>
=== Getting an element ===
_element = (_array select -1)</pre>
''Accesses which are in bounds'':<br>
<pre>_array = ["element"]<br>
_element = (_array select 0)


_array = ["element"]<br>
An array uses a zero-based index for its elements:
_element = (_array select 0.1)
<sqf>
private _myArray = ["first item", "second item", "third item"];
_myArray select 0; // returns "first item"
_myArray # 2; // returns "third item" - Arma 3 only
</sqf>


_array = ["element"]<br>
=== Setting an element ===
_element = (_array select -0.3)</pre>


==Changing an array==
<sqf>
private _myArray = ["first item", "second item", "third item"];
_myArray select 1; // returns "second item"
_myArray set [1, "hello there"]; // _myArray is ["first item", "hello there", "third item"]
</sqf>


There are two types of operations to change an array: operations which change the underlying array, and operations which return a new array, but leave the old array intact.
{{Feature | important | If the index given to the [[set]] command is out of bounds, the array will [[resize]] to incorporate the index ''as its last value''.
All the "empty spaces" between the last valid element and the new [[set]] element will be filled with [[nil]]}}


===Array references===
=== Counting elements ===


Array variables behave the same as [[Object]] references, and differently to [[String]], [[Number]] and other variable types. An array variable holds a '''''pointer''''' to an array, or in other words, the location of an array. Any number of different variables can refer to the same array.
<sqf>
private _myArray = ["first item", ["second item's subitem 1", "second item's subitem 2"], "third item"];
count _myArray; // returns 3 - arrays are not counted recursively
</sqf>


Analogy using [[Object|Objects]]:<br>
=== Changing array size ===
_unit1 = player<br>
_unit2 = player
The commands (player [[setDamage]] 0.5), (_unit1 [[setDamage]] 0.5) and (_unit2 [[setDamage]] 0.5) all have the same effect, since they all refer to the same object (the [[player]]).


It is a similar case with arrays:<br>
The [[resize]] command is made to reduce or expand an array:
_array = [1,2,3]<br>
<sqf>
_array1 = _array<br>
private _myArray = ["a", "b", "c", "d", "e"];
_array2 = _array
_myArray resize 3; // _myArray is ["a", "b", "c"]
The commands (_array [[set]] [0, 7]), (_array1 [[set]] [0, 7]) and (_array2 [[set]] [0, 7]) all have the same effect, since they all refer to the same array.
</sqf>
<sqf>
private _myArray = ["a", "b", "c"];
_myArray resize 5; // _myArray is ["a", "b", "c", nil, nil]
</sqf>


===Setting elements===
{{Feature|important|You do '''not''' need to extend an array before adding any elements.}}
Individual elements in an array can be set to different values.<br>
This is done via the [[set]] operator.


The previous element at the specified index gets replaced with the new one.
=== Array Copy ===


Example:<br>
<sqf>
_array = [1,2,3]<br>
private _myArray = ["a", "b", "c"];
_array [[set]] [2, "Hello"]
private _myNewArray = _myArray;
Now, _array is [1, 2, "Hello"]. The 2nd index (which is the third element in the array, which was 3) gets replaced by "Hello".
_myArray set [1, "z"];
_myNewArray select 1; // will be "z"
</sqf>
<sqf>
private _myArray = [["a", "b", "c"], ["d", "e", "f"]];
private _subArray1 = _myArray select 0;
_subArray1 set [1, "z"];
// _subArray1 is now ["a", "z", "c"]
// _myArray is now [["a", "z", "c"], ["d", "e", "f"]]
</sqf>


If the index given by the [[set]] operator is out of bounds,
In order to avoid this behaviour, '''copy''' the array with [[+|+ (plus)]]:
* If the index rounded to a negative number, then an [[Error Zero Divisor]] message will be displayed in game.
<sqf>
* If the index rounded to a positive number, then the array will '''''resize''''' to incorporate the index ''as its last value''. Each element between the last valid element, and the new [[set]] element, will be the [[Nothing|null type]]
// making copy
private _myArray = ["a", "b", "c"];
private _myNewArray = +_myArray;
_myArray set [1, "z"];
_myNewArray select 1; // still "b"
</sqf>


Example:<br>
Sub-arrays are also deep-copied; {{hl|_myNewArray}} will not point at the same sub-array instances.
_array = [1]<br>
_array [[set]] [3, 4]
Now _array is [1, <Null>, <Null>, 4]


==Array copying, addition and substraction==
=== Adding (appending) elements ===


Each of these commands returns a new array, and leaves the old array or arrays unchanged.
In {{arma3}} use [[append]] and [[pushBack]] commands:
<sqf>
private _myArray = ["a", "b", "c"];
_myArray pushBack "d"; // _myArray is ["a", "b", "c", "d"] - pushback = add the element at the end
_myArray append ["e", "f"]; // _myArray is ["a", "b", "c", "d", "e", "f"] - append = pushback for each provided items
</sqf>


===Copying===
You could also use the [[+|plus (+)]] operator to add arrays.
The difference is that addition returns a copy of array and thus [[Code Optimisation#Adding elements |a little slower]] than [[append]] and [[pushBack]], which modify the target array.
<sqf>
private _myArray = ["a", "b", "c"];
_myArray = _myArray + ["d"]; // _myArray is ["a", "b", "c", "d"]
_myArray = _myArray + ["e", "f"]; // _myArray is ["a", "b", "c", "d", "e", "f"]
</sqf>


This is done by the [[plus a|+]] unary operator. It copies an array, and sets the array variable to point to this new array.
=== Removing (deleting) elements ===


Example:<br>
In {{arma3}} the [[deleteAt]] and [[deleteRange]] commands are available:
_array = [1,2,3]<br>
<sqf>
_array2 = +_array1
private _myArray = ["a", "b", "c", "d", "e"];
Now _array and _array2 point to 2 different arrays, both of which have the contents [1,2,3].
_myArray deleteAt 0; // _myArray is ["b", "c", "d", "e"]
</sqf>
<sqf>
private _myArray = ["a", "b", "c", "d", "e"];
_myArray deleteRange [1, 2]; // _myArray is ["a", "d", "e"]
</sqf>


===Addition===
You can also use the [[-|minus (-)]] operator to subtract arrays.
The subtraction returns array copy, just like addition, and is [[Code Optimisation#Removing elements|not as fast]] as [[deleteAt]] and [[deleteRange]] which modify target arrays.
<sqf>
private _myArray = ["a", "b", "c", "d", "e"];
_myArray = _myArray - ["a"]; // _myArray is ["b", "c", "d", "e"]
</sqf>


This is done by the [[a plus b|+]] binary operator. It takes two arrays, and returns a new array which containes all of the first array, followed by all of the second array.
In {{arma3}} it became possible to also subtract nested arrays:
<sqf>
private _myArray = [["a", "b", "c"], ["d", "e", "f"], ["g", "h", "i"]];
_myArray = _myArray - [["d", "e", "f"]]; // _myArray is [["a", "b", "c"], ["g", "h", "i"]]
</sqf>


Example:<br>
The subtraction will remove ''all'' elements of the second array from the first one:
_array1 = [player, , "String"]<br>
<sqf>_myArray = ["a", "b", "c", "a", "b", "c"] - ["a", "b"]; // _myArray is ["c", "c"]</sqf>
_array2 = [player, 2]<br>
_array3 = _array1 + _array2
After this _array3 refers to a new array which has the contents [player, 7, "String", player, 2]


===Subtraction===
The solution to this issue is the combined use of [[set]] and an item that you know is '''not''' present in the array:
<sqf>
private _myArray = ["a", "b", "c", "a", "b", "c"];
_myArray set [2, objNull]; // _myArray is ["a", "b", objNull, "a", "b", "c"]
_myArray = _myArray - [objNull]; // _myArray is ["a", "b", "a", "b", "c"]
</sqf>


This is done by the [[a - b|-]] binary operator. It takes 2 arrays, and returns a new array that contains all of the items in the first array that were '''''not''''' in the second array.
Using this technique, it is possible to mimic [[deleteRange]] behaviour this way:
<sqf>
private _myArray = ["a", "b", "c", "d", "e"];
{ _myArray set [_x, objNull] } forEach [1, 2]; // _myArray is ["a", objNull, objNull, "d", "e"]
_array = _array - [objNull]; // _myArray is ["a", "d", "e"]
</sqf>


Example:<br>
=== Going through the array ===
_array1 = [1,2,player,2,"String","String",3]<br>
_array2 = [2,player,"String"]<br>
_array3 = _array1 - _array2


The result is that _array3 is a new array which has the contents [1, 3].
The simplest way to iterate through an array is the [[forEach]] command:
<sqf>
private _myArray = ["a", "b", "c", "d", "e"];
{ systemChat _x } forEach _myArray;
</sqf>


'''Note:'''<br>
A combination of [[for]], [[count]] and [[select]] can also be used:
Doing <some array> - <some array> will always return an empty array [].
<sqf>
private _myArray = ["a", "b", "c", "d", "e"];
for "_i" from 0 to (count _myArray) -1 do { // count returns 5, but it is a zero-based index
systemChat (_myArray select _i);
};
</sqf>


[[Category: Arrays]]


[[Category: Types]]
== Advanced usage ==
 
=== apply ===
 
Similar to the {{Link|https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map|"map" function in Javascript}},
[[apply]] allows to apply code to every elements in an array and return a copy:
<sqf>
private _myArray = [1, 2, 3, 4, 5];
_myArray = _myArray apply { _x * 2 }; // _myArray is [2, 4, 6, 8, 10]
 
// same as (but faster than)
_myArray = + _myArray;
for "_i" from 0 to count _myArray -1 do
{
private _element = _myArray select _i;
_myArray set [_i, _element * 2];
};
</sqf>
 
=== select ===
 
A simple way to filter an array (and obtain a new one) is using [[select]]'s alternative syntax:
<sqf>
private _myArray = [1, 2, 3, 4, 5];
private _filteredArray = _myArray select { _x > 3 }; // _filteredArray is [4, 5]
 
// same as
private _filteredArray = [];
{ if (_x > 3) then { _filteredArray pushBack _x } } forEach _myArray;
</sqf>
 
=== findIf ===
 
The [[findIf]] command was introduced in {{arma3}} and allows you to go through the whole list and stop '''as soon as the condition is met''', returning the condition-meeting element's array index:
<sqf>
private _myArray = [1, 2, 3, 4, 5];
_myArray findIf { _x == 3 } > -1; // returns true, meaning there is an element that equals 3
_myArray findIf { _x == 6 } > -1; // returns false, meaning there is no element that is equal to 6
</sqf>
 
You could use [[count]] to achieve the same result, however [[count]] won't stop until it iterated through the whole array, so it might take [[Code Optimisation#findIf|longer]].
<sqf>
private _myArray = [1, 2, 3, 4, 5];
{ _x == 3 } count _myArray > 0; // returns true, meaning there is an element that equals 3
{ _x == 6 } count _myArray > 0; // returns false, meaning there is no element that is equal to 6
</sqf>
 
=== arrayIntersect ===
 
The [[arrayIntersect]] command returns a new array filled with the items found in both provided lists:
<sqf>
private _array1 = [1, 2, 3, 4];
private _array2 = [3, 4, 5, 6];
private _result = _array1 arrayIntersect _array2; // _result is [3, 4]
</sqf>
 
'''You can remove duplicates (get unique items) with this command:'''
<sqf>
private _myArray = [1, 2, 2, 3, 4];
private _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]
</sqf>
 
Be wary that [[nil]] elements get removed by this method:
<sqf>
private _myArray = [1, 2, nil, 3, 4];
private _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]
</sqf>
 
=== Sorting an array ===
 
==== sort ====
The [[sort]] command allows for sorting an array of [[String]], [[Number]] or sub-[[Array]]s of string/number. It modifies the original array and '''does not return anything''':
<sqf>
private _myArray = ["zzz", "aaa", "ccc"];
_myArray sort true; // _myArray is ["aaa", "ccc", "zzz"]
</sqf>
<sqf>
private _myArray = [666, 57, 1024, 42];
_myArray sort false; // _myArray is [1024, 666, 57, 42]
</sqf>
<sqf>
private _myArray = [["zzz", 0], ["aaa", 42], ["ccc", 33]];
_myArray sort true; // _myArray is [["aaa", 42], ["ccc", 33], ["zzz", 0]]
</sqf>
 
==== reverse ====
The [[reverse]] command simply reverses the array order:
<sqf>
private _myArray = [99, 33, 17, 24, "a", [3,2,1], 7777];
reverse _myArray; // _myArray is [7777, [3,2,1], "a", 24, 17, 33, 99]
</sqf>
 
==== BIS_fnc_sortBy ====
The function [[BIS_fnc_sortBy]] has been created for more complex sorting. Its algorithm input must return a number:
<sqf>private _closestHelicopters = [[_heli1, _heli2, _heli3], [], { player distance _x }, "ASCEND"] call BIS_fnc_sortBy;</sqf>
 
 
== Common Errors ==
 
=== Index Rounding ===
 
In {{Link|Real Virtuality}} scripts, indices are rounded to the nearest whole number.
A boundary case (X.5, where X is any whole number) rounds to the nearest '''even''' whole number.
 
; Boundary cases:
* -0.5 <= index <= 0.5 rounds to 0
* &nbsp;0.5 <&nbsp; index <&nbsp; 1.5 rounds to 1
* &nbsp;1.5 <= index <= 2.5 rounds to 2
* &nbsp;2.5 <&nbsp; index <&nbsp; 3.5 rounds to 3
 
; In short:
* -0.5 rounds '''up''' to 0
* &nbsp;0.5 rounds '''down''' to 0
* &nbsp;1.5 rounds '''up''' to 2
* &nbsp;2.5 rounds '''down''' to 2
* &nbsp;3.5 rounds '''up''' to 4
etc.
{{Feature|informative|This behaviour is different from {{Link|random}}'s behaviour.}}
 
=== Index out of Range ===
 
The following code lists {{arma3}} behaviour on wrong indices:
<sqf>
private _myArray = ["element0"];
_myArray select -1; // throws a Error Zero Divisor error message
_myArray select  0; // returns "element0"
_myArray select  1; // returns nil
_myArray select  2; // throws a Error Zero Divisor error message
</sqf>
 
==== param ====
Use the [[param]] command in order to avoid out of range error:
<sqf>
private _myArray = [0, 1, 2];
_myArray select 5; // error: out of range
_myArray param [5]; // returns nil
_myArray param [5, "abc"]; // returns default value "abc" on invalid index
</sqf>
{{Feature|informative|See also [[params]] to define multiple items at once.}}
 
==== set ====
If the index given to the [[set]] command is out of bounds:
* if the index rounded to a negative number, then an [[Error Zero Divisor]] message will be displayed in game.
* if the index rounded to a positive number, then the array will [[resize]] to incorporate the index ''as its last value''. Each element between the last valid element, and the new [[set]] element, will be the [[Nothing|null type]]
 
=== Zero Divisor ===
 
See above - a used array index may be negative.
 
=== Unexpected "," ===
 
This error originates from a bad syntax:
<sqf>
private _myErroneousArray = ["Weapon1", "Weapon2", "Weapon3",]; // The last element in an array must not end by ","
 
// this mostly happens in vertical arrays
private _myErroneousArray = [
"element1",
"element2",
"element3", // this one comma is wrong
];
</sqf>
 
=== Reserved variable in expression ===
 
This issue arises when trying to modify a read-only array (such as {{Link|select}} arrays that are returned from an addon, or eventually a trigger's {{Link|Magic Variables#thisList|thisList}}).
 
To combat this, ''copy'' said array with the {{Link|+|plus (+)}} command before modifying:
<sqf>
private _readOnlyArray = thisList; // assuming the code is called from within a trigger
_readOnlyArray set [1, "test"]; // Error: Reserved variable in expression - thisList return value is read-only
 
// No Error
private _normalArray = +_readOnlyArray; // shallow-copy the array instead of using a reference
_normalArray set [1, "test"]; // perfectly fine
</sqf>
 
 
== See Also ==
 
* [[:Category:Arrays|Arrays]]
 
 
[[Category: Data Types]]

Latest revision as of 15:35, 10 September 2023

An Array is a list of items of varying variable types (including other arrays). Different types can coexist within the same array.

See also: Arrays

Since Arma 3 v1.56, arrays are limited to maximum of 9,999,999 (sometimes 10,000,000) elements.


Working with arrays

Array properties

An array variable is a reference to the array (see Wikipedia reference page); this means that if the array is edited, all the scripts/functions using a reference to this array will see the edition.

private _myArray = ["a", "b", "c"]; private _myNewArray = _myArray; _myArray set [1, "z"]; _myNewArray select 1; // will be "z"

An array set through setVariable does not need to be assigned again if you modify it by reference:

player setVariable ["myArray", ["a", "b", "c"]]; private _myArray = player getVariable "myArray"; _myArray set [1, "z"]; player getVariable "myArray"; // is ["a", "z", "c"]

Create an array

// Example of an empty array private _myArray = []; count _myArray; // returns 0 // Example of a filled array private _myFilledArray = ["abc", "def"]; count _myFilledArray; // returns 2

An array can hold another array within it, that can hold another array itself, etc:

private _myArray = [["my", "subArray", 1], ["mySubArray2"], [["my", "sub", "sub", "array"]]]; count _myArray; // returns 3 count (_myArray select 0); // returns 3 count (_myArray select 1); // returns 1 count (_myArray select 2); // returns 1 count ((_myArray select 2) select 0); // returns 4

Getting an element

An array uses a zero-based index for its elements:

private _myArray = ["first item", "second item", "third item"]; _myArray select 0; // returns "first item" _myArray # 2; // returns "third item" - Arma 3 only

Setting an element

private _myArray = ["first item", "second item", "third item"]; _myArray select 1; // returns "second item" _myArray set [1, "hello there"]; // _myArray is ["first item", "hello there", "third item"]

If the index given to the set command is out of bounds, the array will resize to incorporate the index as its last value. All the "empty spaces" between the last valid element and the new set element will be filled with nil

Counting elements

private _myArray = ["first item", ["second item's subitem 1", "second item's subitem 2"], "third item"]; count _myArray; // returns 3 - arrays are not counted recursively

Changing array size

The resize command is made to reduce or expand an array:

private _myArray = ["a", "b", "c", "d", "e"]; _myArray resize 3; // _myArray is ["a", "b", "c"]
private _myArray = ["a", "b", "c"]; _myArray resize 5; // _myArray is ["a", "b", "c", nil, nil]

You do not need to extend an array before adding any elements.

Array Copy

private _myArray = ["a", "b", "c"]; private _myNewArray = _myArray; _myArray set [1, "z"]; _myNewArray select 1; // will be "z"
private _myArray = [["a", "b", "c"], ["d", "e", "f"]]; private _subArray1 = _myArray select 0; _subArray1 set [1, "z"]; // _subArray1 is now ["a", "z", "c"] // _myArray is now [["a", "z", "c"], ["d", "e", "f"]]

In order to avoid this behaviour, copy the array with + (plus):

// making copy private _myArray = ["a", "b", "c"]; private _myNewArray = +_myArray; _myArray set [1, "z"]; _myNewArray select 1; // still "b"

Sub-arrays are also deep-copied; _myNewArray will not point at the same sub-array instances.

Adding (appending) elements

In Arma 3 use append and pushBack commands:

private _myArray = ["a", "b", "c"]; _myArray pushBack "d"; // _myArray is ["a", "b", "c", "d"] - pushback = add the element at the end _myArray append ["e", "f"]; // _myArray is ["a", "b", "c", "d", "e", "f"] - append = pushback for each provided items

You could also use the plus (+) operator to add arrays. The difference is that addition returns a copy of array and thus a little slower than append and pushBack, which modify the target array.

private _myArray = ["a", "b", "c"]; _myArray = _myArray + ["d"]; // _myArray is ["a", "b", "c", "d"] _myArray = _myArray + ["e", "f"]; // _myArray is ["a", "b", "c", "d", "e", "f"]

Removing (deleting) elements

In Arma 3 the deleteAt and deleteRange commands are available:

private _myArray = ["a", "b", "c", "d", "e"]; _myArray deleteAt 0; // _myArray is ["b", "c", "d", "e"]
private _myArray = ["a", "b", "c", "d", "e"]; _myArray deleteRange [1, 2]; // _myArray is ["a", "d", "e"]

You can also use the minus (-) operator to subtract arrays. The subtraction returns array copy, just like addition, and is not as fast as deleteAt and deleteRange which modify target arrays.

private _myArray = ["a", "b", "c", "d", "e"]; _myArray = _myArray - ["a"]; // _myArray is ["b", "c", "d", "e"]

In Arma 3 it became possible to also subtract nested arrays:

private _myArray = [["a", "b", "c"], ["d", "e", "f"], ["g", "h", "i"]]; _myArray = _myArray - [["d", "e", "f"]]; // _myArray is [["a", "b", "c"], ["g", "h", "i"]]

The subtraction will remove all elements of the second array from the first one:

_myArray = ["a", "b", "c", "a", "b", "c"] - ["a", "b"]; // _myArray is ["c", "c"]

The solution to this issue is the combined use of set and an item that you know is not present in the array:

private _myArray = ["a", "b", "c", "a", "b", "c"]; _myArray set [2, objNull]; // _myArray is ["a", "b", objNull, "a", "b", "c"] _myArray = _myArray - [objNull]; // _myArray is ["a", "b", "a", "b", "c"]

Using this technique, it is possible to mimic deleteRange behaviour this way:

private _myArray = ["a", "b", "c", "d", "e"]; { _myArray set [_x, objNull] } forEach [1, 2]; // _myArray is ["a", objNull, objNull, "d", "e"] _array = _array - [objNull]; // _myArray is ["a", "d", "e"]

Going through the array

The simplest way to iterate through an array is the forEach command:

private _myArray = ["a", "b", "c", "d", "e"]; { systemChat _x } forEach _myArray;

A combination of for, count and select can also be used:

private _myArray = ["a", "b", "c", "d", "e"]; for "_i" from 0 to (count _myArray) -1 do { // count returns 5, but it is a zero-based index systemChat (_myArray select _i); };


Advanced usage

apply

Similar to the "map" function in Javascript, apply allows to apply code to every elements in an array and return a copy:

private _myArray = [1, 2, 3, 4, 5]; _myArray = _myArray apply { _x * 2 }; // _myArray is [2, 4, 6, 8, 10] // same as (but faster than) _myArray = + _myArray; for "_i" from 0 to count _myArray -1 do { private _element = _myArray select _i; _myArray set [_i, _element * 2]; };

select

A simple way to filter an array (and obtain a new one) is using select's alternative syntax:

private _myArray = [1, 2, 3, 4, 5]; private _filteredArray = _myArray select { _x > 3 }; // _filteredArray is [4, 5] // same as private _filteredArray = []; { if (_x > 3) then { _filteredArray pushBack _x } } forEach _myArray;

findIf

The findIf command was introduced in Arma 3 and allows you to go through the whole list and stop as soon as the condition is met, returning the condition-meeting element's array index:

private _myArray = [1, 2, 3, 4, 5]; _myArray findIf { _x == 3 } > -1; // returns true, meaning there is an element that equals 3 _myArray findIf { _x == 6 } > -1; // returns false, meaning there is no element that is equal to 6

You could use count to achieve the same result, however count won't stop until it iterated through the whole array, so it might take longer.

private _myArray = [1, 2, 3, 4, 5]; { _x == 3 } count _myArray > 0; // returns true, meaning there is an element that equals 3 { _x == 6 } count _myArray > 0; // returns false, meaning there is no element that is equal to 6

arrayIntersect

The arrayIntersect command returns a new array filled with the items found in both provided lists:

private _array1 = [1, 2, 3, 4]; private _array2 = [3, 4, 5, 6]; private _result = _array1 arrayIntersect _array2; // _result is [3, 4]

You can remove duplicates (get unique items) with this command:

private _myArray = [1, 2, 2, 3, 4]; private _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]

Be wary that nil elements get removed by this method:

private _myArray = [1, 2, nil, 3, 4]; private _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]

Sorting an array

sort

The sort command allows for sorting an array of String, Number or sub-Arrays of string/number. It modifies the original array and does not return anything:

private _myArray = ["zzz", "aaa", "ccc"]; _myArray sort true; // _myArray is ["aaa", "ccc", "zzz"]
private _myArray = [666, 57, 1024, 42]; _myArray sort false; // _myArray is [1024, 666, 57, 42]
private _myArray = [["zzz", 0], ["aaa", 42], ["ccc", 33]]; _myArray sort true; // _myArray is [["aaa", 42], ["ccc", 33], ["zzz", 0]]

reverse

The reverse command simply reverses the array order:

private _myArray = [99, 33, 17, 24, "a", [3,2,1], 7777]; reverse _myArray; // _myArray is [7777, [3,2,1], "a", 24, 17, 33, 99]

BIS_fnc_sortBy

The function BIS_fnc_sortBy has been created for more complex sorting. Its algorithm input must return a number:

private _closestHelicopters = [[_heli1, _heli2, _heli3], [], { player distance _x }, "ASCEND"] call BIS_fnc_sortBy;


Common Errors

Index Rounding

In Real Virtuality scripts, indices are rounded to the nearest whole number. A boundary case (X.5, where X is any whole number) rounds to the nearest even whole number.

Boundary cases
  • -0.5 <= index <= 0.5 rounds to 0
  •  0.5 <  index <  1.5 rounds to 1
  •  1.5 <= index <= 2.5 rounds to 2
  •  2.5 <  index <  3.5 rounds to 3
In short
  • -0.5 rounds up to 0
  •  0.5 rounds down to 0
  •  1.5 rounds up to 2
  •  2.5 rounds down to 2
  •  3.5 rounds up to 4

etc.

This behaviour is different from random's behaviour.

Index out of Range

The following code lists Arma 3 behaviour on wrong indices:

private _myArray = ["element0"]; _myArray select -1; // throws a Error Zero Divisor error message _myArray select 0; // returns "element0" _myArray select 1; // returns nil _myArray select 2; // throws a Error Zero Divisor error message

param

Use the param command in order to avoid out of range error:

private _myArray = [0, 1, 2]; _myArray select 5; // error: out of range _myArray param [5]; // returns nil _myArray param [5, "abc"]; // returns default value "abc" on invalid index

See also params to define multiple items at once.

set

If the index given to the set command is out of bounds:

  • if the index rounded to a negative number, then an Error Zero Divisor message will be displayed in game.
  • if the index rounded to a positive number, then the array will resize to incorporate the index as its last value. Each element between the last valid element, and the new set element, will be the null type

Zero Divisor

See above - a used array index may be negative.

Unexpected ","

This error originates from a bad syntax:

private _myErroneousArray = ["Weapon1", "Weapon2", "Weapon3",]; // The last element in an array must not end by "," // this mostly happens in vertical arrays private _myErroneousArray = [ "element1", "element2", "element3", // this one comma is wrong ];

Reserved variable in expression

This issue arises when trying to modify a read-only array (such as select arrays that are returned from an addon, or eventually a trigger's thisList).

To combat this, copy said array with the plus (+) command before modifying:

private _readOnlyArray = thisList; // assuming the code is called from within a trigger _readOnlyArray set [1, "test"]; // Error: Reserved variable in expression - thisList return value is read-only // No Error private _normalArray = +_readOnlyArray; // shallow-copy the array instead of using a reference _normalArray set [1, "test"]; // perfectly fine


See Also