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Modern Object Pascal Introduction for
Programmers

Michalis Kamburelis

Table of Contents

1.  Why  .......................................................................................................................   3

2.  Basics  ....................................................................................................................  4

2.1. "Hello world" program .................................................................................  4

2.2. Functions, procedures, primitive types .......................................................  4

2.3.  Testing  (if)  ...................................................................................................  7

2.4. Logical, relational and bit-wise operators ...................................................  8

2.5. Testing single expression for multiple values (case) ................................... 9

2.6. Enumerated and ordinal types and sets and constant-length arrays ......... 10

2.7. Loops (for, while, repeat, for .. in) ............................................................  11

2.8.  Output,  logging  .........................................................................................   14

2.9. Converting to a string ...............................................................................  15

3.  Units  ....................................................................................................................   16

3.1. Units using each other .............................................................................. 18

3.2. Qualifying identifiers with unit name .........................................................  19

3.3. Exposing one unit identifiers from another ...............................................  22

4.  Classes  ...............................................................................................................   23

4.1.  Basics  .......................................................................................................   23

4.2. Inheritance, is, as .....................................................................................  24

4.3.  Properties  ..................................................................................................  26
4.4. Exceptions - Quick Example ..................................................................... 29
4.5. Visibility specifiers ..................................................................................... 30

4.6. Default ancestor ........................................................................................ 31

4.7.  Self  ............................................................................................................  31

4.8. Calling inherited method ...........................................................................  31

4.9. Virtual methods, override and reintroduce ................................................  35

5.  Freeing  classes  ...................................................................................................  38

5.1. Remember to free the class instances .....................................................  38
5.2.  How  to  free  ...............................................................................................   38

5.3. Manual and automatic freeing ..................................................................  40

5.4. The virtual destructor called Destroy ........................................................  43

1

Modern Object Pascal Introduction for Programmers

5.5.  Free  notification  ........................................................................................   44

5.6. Free notification observer (Castle Game Engine) .....................................  47

6.  Exceptions  ...........................................................................................................  48
6.1.  Overview  ...................................................................................................   48

6.2.  Raising  ......................................................................................................   49

6.3.  Catching  ....................................................................................................  50

6.4. Finally (doing things regardless if an exception occurred) ........................  53
6.5. How the exceptions are displayed by various libraries .............................  57

7.  Run-time  library  ...................................................................................................  57

7.1. Input/output using streams .......................................................................  57

7.2. Containers (lists, dictionaries) using generics ........................................... 59

7.3. Cloning: TPersistent.Assign ......................................................................  64

8. Various language features ..................................................................................  69

8.1. Local (nested) routines .............................................................................  69

8.2.  Callbacks  (aka  events,  aka  pointers  to  functions,  aka  procedural

variables)  ..........................................................................................................  70

8.3.  Generics  ....................................................................................................  73

8.4.  Overloading  ...............................................................................................  75

8.5.  Preprocessor  .............................................................................................  75

8.6.  Records  .....................................................................................................  78

8.7. Old-style objects .......................................................................................  79

8.8.  Pointers  .....................................................................................................  80

8.9. Operator overloading ................................................................................  81

9. Advanced classes features .................................................................................  84

9.1. Private and strict private ........................................................................... 84

9.2. More stuff inside classes and nested classes ........................................... 84

9.3.  Class  methods  ..........................................................................................   85

9.4. Class references ....................................................................................... 86
9.5. Static class methods ................................................................................. 89
9.6. Class properties and variables .................................................................  90

9.7.  Class  helpers  ............................................................................................   91

9.8. Virtual constructors, destructors ...............................................................  93

9.9. An exception in constructor ......................................................................  93

10.  Interfaces  ..........................................................................................................   95

10.1. Bare (CORBA) interfaces .......................................................................  95

10.2. CORBA and COM types of interfaces ....................................................  97

10.3. Interfaces GUIDs ....................................................................................  99

10.4. Reference-counted (COM) interfaces .....................................................  99

2

Modern Object Pascal Introduction for Programmers

10.5. Using COM interfaces with reference-counting disabled ....................... 102

10.6. Typecasting interfaces ..........................................................................  104

11. About this document .......................................................................................  107

1. Why

There are many books and resources about Pascal out there, but too many of them

talk about the old Pascal, without classes, units or generics.

So I wrote this quick introduction to what I call modern Object Pascal. Most of the

programmers  using  it  don’t  really  call  it  "modern  Object  Pascal",  we  just  call  it  "our

Pascal". But when introducing the language, I feel it’s important to emphasize that it’s

a modern, object-oriented language. It evolved a lot since the old (Turbo) Pascal that

many people learned in schools long time ago. Feature-wise, it’s quite similar to C+

+ or Java or C#.

• It has all the modern features you expect — classes, units, interfaces, generics…

• It’s compiled to a fast, native code,

• It’s very type safe,

• High-level but can also be low-level if you need it to be.

It  also  has  excellent,  portable  and  open-source  compiler  called  the  Free  Pascal

Compiler, http://freepascal.org/ . And an accompanying IDE (editor, debugger, a library

of  visual  components,  form  designer)  called  Lazarus  http://lazarus.freepascal.org/

.  There’s  also  a  proprietary  and  commercial  compiler  and  IDE  Delphi  https://

www.embarcadero.com/products/Delphi  .  There’s  a  lot  of  libraries  (for  both  FPC

and Delphi) available, see https://github.com/Fr0sT-Brutal/awesome-pascal . We also

support existing editors like VS Code, see https://castle-engine.io/vscode . Myself, I’m
the creator of Castle Game Engine, https://castle-engine.io/ , which is an open-source

3D  and  2D  game  engine  using  modern  Pascal  to  create  games  on  many  platforms

(Windows, Linux, macOS, Android, iOS, Nintendo Switch; also WebGL is coming).

This introduction is mostly directed at programmers who already have experience in

other languages. We will not cover here the meanings of some universal concepts, like

"what is a class", we’ll only show how to do them in Pascal.

3

Modern Object Pascal Introduction for Programmers

2. Basics

2.1. "Hello world" program

{$mode objfpc}{$H+}{$J-} // Just use this line in all modern sources

program MyProgram; // Save this file as myprogram.lpr

begin
  WriteLn('Hello world!');
end.

This is a complete program that you can compile and run.

• If  you  use  the  command-line  FPC,  just  create  a  new  file  myprogram.lpr   and

execute  fpc myprogram.lpr .

• If you use Lazarus, create a new project (menu Project → New Project → Simple
Program).  Save  it  as  myprogram   and  paste  this  source  code  as  the  main  file.
Compile using the menu item Run # Compile.

• This  is  a  command-line  program,  so  in  either  case — just  run  the  compiled

executable from the command-line.

The  rest  of  this  article  talks  about  the  Object  Pascal  language,  so  don’t  expect  to

see anything more fancy than the command-line stuff. If you want to see something
cool, just create a new GUI project in Lazarus (Project → New Project → Application).
Voila — a working GUI application, cross-platform, with native look everywhere, using

a comfortable visual component library. The Lazarus and Free Pascal Compiler come

with lots of ready units for networking, GUI, database, file formats (XML, json, images…

), threading and everything else you may need. I already mentioned my cool Castle

Game Engine earlier:)

2.2. Functions, procedures, primitive types

{$mode objfpc}{$H+}{$J-}

program MyProgram;

procedure MyProcedure(const A: Integer);

begin
  WriteLn('A + 10 is: ', A + 10);

4

Modern Object Pascal Introduction for Programmers

end;

function MyFunction(const S: string): string;

begin
  Result := S + 'strings are automatically managed';
end;

var
  X: Single;

begin
  WriteLn(MyFunction('Note: '));

  MyProcedure(5);

  // Division using "/" always makes float result, use "div" for integer

 division
  X := 15 / 5;
  WriteLn('X is now: ', X); // scientific notation
  WriteLn('X is now: ', X:1:2); // 2 decimal places
end.

To return a value from a function, assign something to the magic  Result  variable.
You can read and set the  Result  freely, just like a local variable.

function MyFunction(const S: string): string;

begin
  Result := S + 'something';

  Result := Result + ' something more!';

  Result := Result + ' and more!';
end;

You can also treat the function name (like  MyFunction  in example above) as the
variable, to which you can assign. But I would discourage it in new code, as it looks
"fishy" when used on the right side of the assignment expression. Just use  Result
always when you want to read or set the function result.

If you want to call the function itself recursively, you can of course do it. If you’re calling
a  parameter-less  function  recursively,  be  sure  to  specify  the  parenthesis  ()   (even
though in Pascal you can usually omit the parentheses for a parameter-less function),

this makes a recursive call to a parameter-less function different from accessing this
function’s current result. Like this:

function SumIntegersUntilZero: Integer;

5

Modern Object Pascal Introduction for Programmers

var
  I: Integer;

begin
  Readln(I);

  Result := I;
  if I <> 0 then
    Result := Result + SumIntegersUntilZero();
end;

You can call  Exit  to end the execution of the procedure or function before it reaches
the final  end; . If you call parameter-less  Exit  in a function, it will return the last
thing you set as  Result . You can also use  Exit(X)  construct, to set the function
result and exit now — this is just like  return X  construct in C-like languages.

function AddName(const ExistingNames, NewName: string): string;

begin
  if ExistingNames = '' then
    Exit(NewName);
  Result := ExistingNames + ', ' + NewName;
end;

Note that the function result can be discarded. Any function may be used just like a

procedure. This makes sense if the function has some side effect (e.g. it modifies a

global variable) besides calculating the result. For example:

var
  Count: Integer;
  MyCount: Integer;

function CountMe: Integer;

begin
  Inc(Count);

  Result := Count;
end;

begin
  Count := 10;
  CountMe; // the function result is discarded, but the function is

 executed, Count is now 11
  MyCount := CountMe; // use the result of the function, MyCount equals to

 Count which is now 12
end.

6

Modern Object Pascal Introduction for Programmers

2.3. Testing (if)

Use  if .. then  or  if .. then .. else  to run some code when some condition is
satisfied. Unlike in the C-like languages, in Pascal you don’t have to wrap the condition

in parenthesis.

var
  A: Integer;
  B: boolean;

begin
  if A > 0 then
    DoSomething;

  if A > 0 then
  begin
    DoSomething;
    AndDoSomethingMore;
  end;

  if A > 10 then
    DoSomething
  else
    DoSomethingElse;

  // equivalent to above
  B := A > 10;
  if B then
    DoSomething
  else
    DoSomethingElse;
end;

The  else  is paired with the last  if . So this works as you expect:

if A <> 0 then
  if B <> 0 then
    AIsNonzeroAndBToo
  else
    AIsNonzeroButBIsZero;

While  the  example  with  nested  if   above  is  correct,  it  is  often  better  to  place  the
nested  if  inside a  begin  …  end  block in such cases. This makes the code more
obvious to the reader, and it will remain obvious even if you mess up the indentation.

7

Modern Object Pascal Introduction for Programmers

The improved version of the example is below. When you add or remove some  else
clause in the code below, it’s obvious to which condition it will apply (to the  A  test or
the  B  test), so it’s less error-prone.

if A <> 0 then

begin
  if B <> 0 then
    AIsNonzeroAndBToo
  else
    AIsNonzeroButBIsZero;
end;

2.4. Logical, relational and bit-wise operators

The  logical  operators  are  called  and ,  or ,  not ,  xor .  Their  meaning  is  probably
obvious (search for "exclusive or" if you’re unsure what xor does:)). They take boolean

arguments, and return a boolean. They can also act as bit-wise operators when both

arguments are integer values, in which case they return an integer.

The  relational  (comparison)  operators  are  = ,  <> ,  > ,  < ,  <= ,  >= .  If  you’re
accustomed to C-like languages, note that in Pascal you compare two values (check
are they equal) using a single equality character  A = B  (unlike in C where you use
A == B ). The special assignment operator in Pascal is  := .

The logical (or bit-wise) operators have a higher precedence than relational operators.

You may need to use parenthesis around some expressions to have the desired order

of the calculations.

For example this is a compilation error:

var
  A, B: Integer;

begin
  if A = 0 and B <> 0 then ... // INCORRECT example

The above fails to compile, because the compiler first wants to perform a bit-wise  and
in the middle of the expression:  (0 and B) . This is a bit-wise operation which returns
an integer value. Then the compiler applies  =  operator which yields a boolean value
A = (0 and B) . And finally the "type mismatch" error is risen after trying to compare
the boolean value  A = (0 and B)  and integer value  0 .

This is correct:

8

Modern Object Pascal Introduction for Programmers

var
  A, B: Integer;

begin
  if (A = 0) and (B <> 0) then ...

The short-circuit evaluation is used. Consider this expression:

if MyFunction(X) and MyOtherFunction(Y) then...

• It’s guaranteed that  MyFunction(X)  will be evaluated first.

• And  if  MyFunction(X)   returns  false ,  then  the  value  of  expression  is
known  (the  value  of  false  and  whatever   is  always  false ),  and
MyOtherFunction(Y)  will not be executed at all.

• Analogous rule is for  or  expression. There, if the expression is known to be  true

(because the 1st operand is  true ), the 2nd operand is not evaluated.

• This is particularly useful when writing expressions like

if (A <> nil) and A.IsValid then...

This  will  work  OK,  even  when  A   is  nil .  The  keyword  nil   is  a  pointer  equal
to zero (when represented as a number). It is called a null pointer in many other

programming languages.

2.5. Testing single expression for multiple values (case)

If a different action should be executed depending on the value of some expression,
then the  case .. of .. end  statement is useful.

case SomeValue of
  0: DoSomething;

  1: DoSomethingElse;
  2: begin
       IfItsTwoThenDoThis;

       AndAlsoDoThis;
     end;
  3..10: DoSomethingInCaseItsInThisRange;

  11, 21, 31: AndDoSomethingForTheseSpecialValues;
  else DoSomethingInCaseOfUnexpectedValue;
end;

9

Modern Object Pascal Introduction for Programmers

The  else   clause  is  optional  (and  corresponds  to  default   in  C-like  languages).
When no condition matches, and there’s no  else , then nothing happens.

In you come from C-like languages, and compare this with  switch  statement in these
languages, you will notice that there is no automatic fall-through. This is a deliberate
blessing in Pascal. You don’t have to remember to place  break  instructions. In every
execution, at most one branch of the  case  is executed, that’s it.

2.6. Enumerated and ordinal types and sets and constant-length
arrays

Enumerated type in Pascal is a very nice, opaque type. You will probably use it much

more often than enums in other languages:)

type
  TAnimalKind = (akDuck, akCat, akDog);

The convention is to prefix the enum names with a two-letter shortcut of type name,
hence  ak  = shortcut for "Animal Kind". This is a useful convention, since the enum
names are in the unit (global) namespace. So by prefixing them with  ak  prefix, you
minimize the chances of collisions with other identifiers.

The collisions in names are not a show-stopper. It’s Ok for different

units to define the same identifier. But it’s a good idea to try to avoid

the collisions anyway, to keep code simple to understand and grep.

You  can  avoid  placing  enum  names  in  the  global  namespace
by  compiler  directive  {$scopedenums  on} .  This  means
you  will  have  to  access  them  qualified  by  a  type  name,  like
TAnimalKind.akDuck . The need for  ak  prefix disappears in this
situation, and you will probably just call the enums  Duck,  Cat,
Dog . This is similar to C# enums.

The  fact  that  enumerated  type  is  opaque  means  that  it  cannot  be  just  assigned  to
and from an integer. However, for special use, you can use  Ord(MyAnimalKind)  to
forcefully convert enum to int, or typecast  TAnimalKind(MyInteger)  to forcefully
convert int to enum. In the latter case, make sure to check first whether  MyInteger
is in good range (0 to  Ord(High(TAnimalKind)) ).

Enumerated and ordinal types can be used as array indexes:

10

Modern Object Pascal Introduction for Programmers

type
  TArrayOfTenStrings = array [0..9] of string;
  TArrayOfTenStrings1Based = array [1..10] of string;

  TMyNumber = 0..9;
  TAlsoArrayOfTenStrings = array [TMyNumber] of string;

  TAnimalKind = (akDuck, akCat, akDog);
  TAnimalNames = array [TAnimalKind] of string;

They can also be used to create sets (a bit-fields internally):

type
  TAnimalKind = (akDuck, akCat, akDog);
  TAnimals = set of TAnimalKind;

var
  A: TAnimals;

begin
  A := [];

  A := [akDuck, akCat];

  A := A + [akDog];

  A := A * [akCat, akDog];

  Include(A, akDuck);

  Exclude(A, akDuck);
end;

2.7. Loops (for, while, repeat, for .. in)

{$mode objfpc}{$H+}{$J-}
{$R+} // range checking on - nice for debugging

var
  MyArray: array [0..9] of Integer;
  I: Integer;

begin
  // initialize
  for I := 0 to 9 do
    MyArray[I] := I * I;

  // show
  for I := 0 to 9 do
    WriteLn('Square is ', MyArray[I]);

  // does the same as above

11

Modern Object Pascal Introduction for Programmers

  for I := Low(MyArray) to High(MyArray) do
    WriteLn('Square is ', MyArray[I]);

  // does the same as above
  I := 0;
  while I < 10 do
  begin
    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.

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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;

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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 .

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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;

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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;

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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.

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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;

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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

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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}

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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;

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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.

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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.

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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

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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);

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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);

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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

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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

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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;

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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;

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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;

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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.

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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.

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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

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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

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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.

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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.

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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

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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.

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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

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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.

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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),

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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

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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;

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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;

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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);

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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);

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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)

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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

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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