X39 – User talk

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SQF was first introduced in [[Operation_Flashpoint:_Resistance_Introduction|Operation Flashpoint: Resistance]].
SQF was first introduced in [[Operation_Flashpoint:_Resistance_Introduction|Operation Flashpoint: Resistance]].


An SQF Expression has to be terminated via either <code style="display: inline; margin: 0px; padding: 2px;">;</code> or <code style="display: inline; margin: 0px; padding: 2px;">,</code>.
An SQF expression has to be terminated via either {{Inline code|;}} or {{Inline code|,}}.
Example:
Example:
  _num = 10;
  _num = 10;
  _num = _num + 20; [[systemChat]] _num;
  _num = _num + 20; [[systemChat]] _num;
In the above example, there are three expressions.
In the above example, there are three expressions.
# <code style="display: inline; margin: 0px; padding: 2px;">_num = 10</code>
# {{Inline code|_num = 10}}
# <code style="display: inline; margin: 0px; padding: 2px;">_num = _num + 20</code>
# {{Inline code|_num = _num + 20}}
# <code style="display: inline; margin: 0px; padding: 2px;">[[systemChat]] _num</code>
# {{Inline code|[[systemChat]] _num}}
All get separated, not via a new line but the <code style="display: inline; margin: 0px; padding: 2px;">;</code>.
All get separated, not via a new line but the {{Inline code|;}}.


SQF also allows [[Array|arrays]] and [[Block|codeblocks]] to have expressions inside of them.
SQF also allows [[Array|arrays]] and [[Block|codeblocks]] to have expressions inside of them.


An [[Array|array]] always is started with <code style="display: inline; margin: 0px; padding: 2px;">[</code> and ends with <code style="display: inline; margin: 0px; padding: 2px;">]</code>. The array may contain another [[Data_Types|value type]] including other arrays.
An [[Array|array]] always is started with {{Inline code|[}} and ends with {{Inline code|]}}. The array may contain another [[Data_Types|value type]] including other arrays.


A [[Block|Codeblocks]] is a separate [[Data_Types|value type]] containing numerous SQF expressions. It will be executed when used with eg. [[call]] and can be assigned to a [[Variables|variable]] just like any other [[Data_Types|value type]]. [[Block|Codeblocks]] start with <code style="display: inline; margin: 0px; padding: 2px;">{</code> and end with <code style="display: inline; margin: 0px; padding: 2px;">}</code>
A [[Block|Codeblock]] is a separate [[Data_Types|value type]] containing numerous SQF expressions. It will be executed when used with eg. [[call]] and can be assigned to a [[Variables|variable]] just like any other [[Data_Types|value type]]. [[Block|Codeblocks]] start with {{Inline code|{}} and end with {{Inline code|}}}


== Language Structure ==
== Language Structure ==
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It should be mentioned that there is a [[comment]] unary operator that should not be used as it will actually be executed (thus taking time to execute) but does nothing besides consuming a string.
It should be mentioned that there is a [[comment]] unary operator that should not be used as it will actually be executed (thus taking time to execute) but does nothing besides consuming a string.
There is no benefit in using it and the reason it exists is solely for Backward Compatibility.
There is no benefit in using it and the reason it exists is solely for backward Compatibility.
Another way to make a ''comment'' that way, is to just place a string: <code style="display: inline; margin: 0px; padding: 2px;">[...]; "i can be considered as a comment but should not be used"; [...]</code>
Another way to make a ''comment'' that way, is to just place a string: {{Inline code|[...]; "i can be considered as a comment but should not be used"; [...]}}


''Comments are removed during the PreProcessing phase.'' This is important to know as that prevents usage in eg. a string that gets compiled using the [[compile]] unary Operator or when only using [[loadFile]].
''Comments are removed during the [[PreProcessor_Commands|preprocessing]] phase.'' This is important to know as that prevents usage in eg. a string that gets compiled using the [[compile]] unary operator or when only using [[loadFile]].


=== <span id="nular">Nular Operators</span> ===
=== <span id="nular">Nular Operators</span> ===
A Nular Operator is more or less a computed variable. Each time accessed, it will return the current state of something.
A nular operator is more or less a computed variable. Each time accessed, it will return the current state of something.
It is tempting to think of a Nular Operator as nothing more but a magic [[Variables|Global Variable]], but it is important to differentiate!
It is tempting to think of a nular operator as nothing more but a magic [[Variables|global variable]], but it is important to differentiate!


Consider following example in a mission with eg. 5 units:
Consider following example in a mission with eg. 5 units:
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  System: 6
  System: 6


As you can see, <code style="display: inline; margin: 0px; padding: 2px;">_unitsArray</code> was not automatically updated as it would have been if it was not generated each time. If [[allUnits]] was just a [[Variables|Global Variable]], our private variable should have had reflected the change as [[Data_Types|value types]] are passed by reference.
As you can see, {{Inline code|_unitsArray}} was not automatically updated as it would have been if it was not generated each time. If [[allUnits]] was just a [[Variables|global variable]], our private variable should have had reflected the change as [[Data_Types|value types]] are passed by reference.
The reason for this is because [[allUnits]] and other Nular commands just return the current state of something and do not return a reference to eg. an [[Array]] containing all units.
The reason for this is because [[allUnits]] and other nular commands just return the current state of something and do not return a reference to eg. an [[array]] containing all units.
It is generated each time, which is why some of theese commands are more expensive to run then ''just'' using a variable.
It is generated each time, which is why some of theese commands are more expensive to run then ''just'' using a variable.


=== <span id="unary">Unary Operators</span> ===
=== <span id="unary">Unary Operators</span> ===
The Unary Operators are operators that expect an argument on their right side (<code style="display: inline; margin: 0px; padding: 2px;">unary &lt;argument&gt;</code>). They always will take the first argument that occurs.
The Unary Operators are operators that expect an argument on their right side ({{Inline code|unary &lt;argument&gt;}}). They always will take the first argument that occurs.


A common mistake would be the following:
A common mistake would be the following:
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The ''3'' then is passed to [[select]] which does not knows what to do with a number as left argument and thus errors out.
The ''3'' then is passed to [[select]] which does not knows what to do with a number as left argument and thus errors out.


To do it correctly, one would have to put the <code style="display: inline; margin: 0px; padding: 2px;">_arr select 2</code> in brackets.
To do it correctly, one would have to put the {{Inline code|_arr select 2}} in brackets.
The correct code thus would be:
The correct code thus would be:
  {{codecomment|//Create some array containing three arrays.}}
  {{codecomment|//Create some array containing three arrays.}}
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=== <span id="binary">Binary Operators</span> ===
=== <span id="binary">Binary Operators</span> ===
Binary Operators expect two arguments (<code style="display: inline; margin: 0px; padding: 2px;">&lt;1st argument&gt; binary &lt;2nd argument&gt;</code>) and are executed according to their [[#precedence|precedence]]. If their [[#precedence|precedence]] is equal, they are executed left to right.
Binary Operators expect two arguments ({{Inline code|&lt;1st argument&gt; binary &lt;2nd argument&gt;}}) and are executed according to their [[#precedence|precedence]]. If their [[#precedence|precedence]] is equal, they are executed left to right.


As example, we will look into the following Expression:
As example, we will look into the following expression:
  {{codecomment|//Create a nested [[Array]] with 5 levels.}}
  {{codecomment|//Create a nested [[array]] with 5 levels.}}
  _arr = [[[[[1]]]]];
  _arr = [[[[[1]]]]];
   
   
  {{codecomment|//Receive the nested number with some random math expressions.}}
  {{codecomment|//Receive the nested number with some random math expressions.}}
  _arr select 0 select 1 - 1 select 15 / 3 - 5 select 0 select 10 * 10 + 4 * 0 - 100{{codecomment|//Evaluates to 1.}}
  _arr [[select]] 0 [[select]] 1 [[a_minus_b|-]] 1 [[select]] 15 [[a_/_b|/]]  3 [[a_minus_b|-]] 5 [[select]] 0 [[select]] 10 [[a_*_b|*]] 10 [[a_plus_b|+]] 4 [[a_*_b|*]] 0 [[a_minus_b|-]] 100{{codecomment|//Evaluates to 1.}}


Now, let us analyze why this is happening for the first few expressions:
Now, let us analyze why this is happening for the first few expressions:
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# ...
# ...


If we now would put brackets at the correct spots, the expression will get more clear:
If we now would put brackets at the correct spots, the expression will get clearer:
  ((((_arr select 0) select (1 - 1)) select ((15 / 3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)
  ((((_arr [[select]] 0) [[select]] (1 [[a_minus_b|-]] 1)) [[select]] ((15 [[a_/_b|/]]  3) [[a_minus_b|-]] 5)) [[select]] 0) [[select]] (((10 [[a_*_b|*]] 10) [[a_plus_b|+]] (4 [[a_*_b|*]] 0)) [[a_minus_b|-]] 100)


As you can see the [[a_*_b|*]] and [[a_/_b|/]] are executed first which matches their [[#precedence|precedence]]. Afterwards, the [[a_plus_b|+]] and [[a_minus_b|-]] operators will get executed followed by our [[select]] commands, which are executed from the left to the right.
As you can see the [[a_*_b|*]] and [[a_/_b|/]] are executed first which matches their [[#precedence|precedence]]. Afterwards, the [[a_plus_b|+]] and [[a_minus_b|-]] operators will get executed followed by our [[select]] commands, which are executed from the left to the right.

Revision as of 16:40, 23 April 2018

Status Quo Function is the successor of Status Quo Script which is deprecated since Armed Assault. SQF was first introduced in Operation Flashpoint: Resistance.

An SQF expression has to be terminated via either ; or ,. Example:

_num = 10;
_num = _num + 20; systemChat _num;

In the above example, there are three expressions.

  1. -No code provided-
  2. -No code provided-
  3. systemChat _num

All get separated, not via a new line but the ;.

SQF also allows arrays and codeblocks to have expressions inside of them.

An array always is started with [ and ends with ]. The array may contain another value type including other arrays.

A Codeblock is a separate value type containing numerous SQF expressions. It will be executed when used with eg. call and can be assigned to a variable just like any other value type. Codeblocks start with { and end with }

Language Structure

The SQF Language is fairly simple in how it is built. In fact: there are barely any actual language structures at all.

The functionality is provided via so called operators (or more commonly known scripting commands). Those operators are one of the following types: Nular, Unary, or Binary.

Comments

A comment is additional text that gets ignored when a script is parsed. They exists they exist for the to allow you, the coder, to add additional info to your code so that if somebody else (including your future you) is looking into the code can understand what you did there.

In SQF, there are two kind of comments:

//In-line comment that ends on new line

/* Block Comment that can span above multiple lines and ends on the following character combination: */

A comment can occur anywhere but inside a string. For example, the following would be valid:

1 + /* Some random comment in an expression. */ 1

It should be mentioned that there is a comment unary operator that should not be used as it will actually be executed (thus taking time to execute) but does nothing besides consuming a string. There is no benefit in using it and the reason it exists is solely for backward Compatibility. Another way to make a comment that way, is to just place a string: [...]; "i can be considered as a comment but should not be used"; [...]

Comments are removed during the preprocessing phase. This is important to know as that prevents usage in eg. a string that gets compiled using the compile unary operator or when only using loadFile.

Nular Operators

A nular operator is more or less a computed variable. Each time accessed, it will return the current state of something. It is tempting to think of a nular operator as nothing more but a magic global variable, but it is important to differentiate!

Consider following example in a mission with eg. 5 units:

//Put the result of allUnits into a variable.
_unitsArray = allUnits;

//Display the current array size using systemChat.
systemChat str count _unitsArray;

//Create a new unit in the player group.
group player createUnit ["B_RangeMaster_F", position player, [], 0, "FORM"];

//Output the array size again
systemChat str count _unitsArray;

//Output the size of allUnits
systemChat str count allUnits;

Now, what would the output of this look like?

System: 5
System: 5
System: 6

As you can see, _unitsArray was not automatically updated as it would have been if it was not generated each time. If allUnits was just a global variable, our private variable should have had reflected the change as value types are passed by reference. The reason for this is because allUnits and other nular commands just return the current state of something and do not return a reference to eg. an array containing all units. It is generated each time, which is why some of theese commands are more expensive to run then just using a variable.

Unary Operators

The Unary Operators are operators that expect an argument on their right side (unary <argument>). They always will take the first argument that occurs.

A common mistake would be the following:

//Create some array containing three arrays.
_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];

//Wrongly use the select command to get the count of the third array.
count _arr select 2; //Error

Now, what went wrong?

Let's put some brackets in the right places to make the mistake understandable:

(count _arr) select 2; //Error

Due to the nature of Unary operators, count instantly consumes our variable _arr and returns the number 3. The 3 then is passed to select which does not knows what to do with a number as left argument and thus errors out.

To do it correctly, one would have to put the _arr select 2 in brackets. The correct code thus would be:

//Create some array containing three arrays.
_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];

//Use Brackets to correctly get count of the third array.
count (_arr select 2); //Good :) will evaluate to 2

Binary Operators

Binary Operators expect two arguments (<1st argument> binary <2nd argument>) and are executed according to their precedence. If their precedence is equal, they are executed left to right.

As example, we will look into the following expression:

//Create a nested array with 5 levels.
_arr = [[[[[1]]]]];

//Receive the nested number with some random math expressions.
_arr select 0 select 1 - 1 select 15 /  3 - 5 select 0 select 10 * 10 + 4 * 0 - 100//Evaluates to 1.

Now, let us analyze why this is happening for the first few expressions:

  1. _arr is loaded
  2. 0 is loaded
  3. select is executed with the result of 1. & 2.
  4. 1 is loaded
  5. 1 is loaded
  6. - is executed with the result of 4. & 5.
  7. select is executed with the result of 3. & 6.
  8. ...

If we now would put brackets at the correct spots, the expression will get clearer:

((((_arr select 0) select (1 - 1)) select ((15 /  3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)

As you can see the * and / are executed first which matches their precedence. Afterwards, the + and - operators will get executed followed by our select commands, which are executed from the left to the right.

Rules Of Precedence

11 Highest Precedence ALL NULAR OPERATORS, VARIABLES, VALUES OR BRACED EXPRESSIONS
10 ALL UNARY OPERATORS
9 #
8 ^
7 * / % mod atan2
6 + - max min
5 else
4 ALL BINARY OPERATORS
3 == != > < >= <= >>
2 && and
1 Lowest Precedence || or

See also