| 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 | |
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| 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 | |
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| 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); | |
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| 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; | |
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| 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. | |
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| 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. | |
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| 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: | |
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| 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; | |
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| 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 {$scopedenums on} . This means | |
| you will have to access them qualified by a type name, like | |
| TAnimalKind.akDuck . The need for ak prefix disappears in this | |
| situation, and you will probably just call the enums Duck, Cat, | |
| Dog . This is similar to C# enums. | |
| The fact that enumerated type is opaque means that it cannot be just assigned to | |
| and from an integer. However, for special use, you can use Ord(MyAnimalKind) to | |
| forcefully convert enum to int, or typecast TAnimalKind(MyInteger) to forcefully | |
| convert int to enum. In the latter case, make sure to check first whether MyInteger | |
| is in good range (0 to Ord(High(TAnimalKind)) ). | |
| Enumerated and ordinal types can be used as array indexes: | |
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| Modern Object Pascal Introduction for Programmers | |
| type | |
| TArrayOfTenStrings = array [0..9] of string; | |
| TArrayOfTenStrings1Based = array [1..10] of string; | |
| TMyNumber = 0..9; | |
| TAlsoArrayOfTenStrings = array [TMyNumber] of string; | |
| TAnimalKind = (akDuck, akCat, akDog); | |
| TAnimalNames = array [TAnimalKind] of string; | |
| They can also be used to create sets (a bit-fields internally): | |
| type | |
| TAnimalKind = (akDuck, akCat, akDog); | |
| TAnimals = set of TAnimalKind; | |
| var | |
| A: TAnimals; | |
| begin | |
| A := []; | |
| A := [akDuck, akCat]; | |
| A := A + [akDog]; | |
| A := A * [akCat, akDog]; | |
| Include(A, akDuck); | |
| Exclude(A, akDuck); | |
| end; | |
| 2.7. Loops (for, while, repeat, for .. in) | |
| {$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 | |
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| 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. | |
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| 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; | |
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| 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. | |
| 43 | |
| 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; | |
| 44 | |
| 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 . | |
| 45 | |
| 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; | |
| 46 | |
| 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; | |
| 54 | |
| 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. | |
| 55 | |
| 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+}{$J-} | |
| uses SysUtils, Generics.Defaults, Generics.Collections; | |
| type | |
| TApple = class | |
| Name: string; | |
| end; | |
| TAppleList = specialize TObjectList<TApple>; | |
| function CompareApples(constref Left, Right: TApple): Integer; | |
| begin | |
| Result := AnsiCompareStr(Left.Name, Right.Name); | |
| end; | |
| type | |
| TAppleComparer = specialize TComparer<TApple>; | |
| var | |
| A: TApple; | |
| L: TAppleList; | |
| begin | |
| L := TAppleList.Create(true); | |
| try | |
| A := TApple.Create; | |
| A.Name := '11'; | |
| L.Add(A); | |
| A := TApple.Create; | |
| A.Name := '33'; | |
| L.Add(A); | |
| A := TApple.Create; | |
| A.Name := '22'; | |
| L.Add(A); | |
| L.Sort(TAppleComparer.Construct(@CompareApples)); | |
| Writeln('Count: ', L.Count); | |
| Writeln(L[0].Name); | |
| Writeln(L[1].Name); | |
| Writeln(L[2].Name); | |
| finally FreeAndNil(L) end; | |
| 61 | |
| Modern Object Pascal Introduction for Programmers | |
| end. | |
| The TDictionary class implements a dictionary, also known as a map (key | |
| → value), also known as an associative array. Its API is a bit similar to the C# | |
| TDictionary class. It has useful iterators for keys, values, and pairs of key#value. | |
| An example code using a dictionary: | |
| {$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 | |
| 64 | |
| 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} | |
| 77 | |
| 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; | |
| 78 | |
| 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. | |
| 79 | |
| 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. | |
| 80 | |
| 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 | |
| 81 | |
| 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+}{$J-} | |
| uses | |
| SysUtils; | |
| type | |
| TMyRecord = record | |
| MyInt: Integer; | |
| end; | |
| operator* (const C1, C2: TMyRecord): TMyRecord; | |
| begin | |
| Result.MyInt := C1.MyInt * C2.MyInt; | |
| end; | |
| var | |
| R1, R2: TMyRecord; | |
| begin | |
| R1.MyInt := 12; | |
| R2 := R1 * R1; | |
| WriteLn('12 * 12 = ', R2.MyInt); | |
| 82 | |
| Modern Object Pascal Introduction for Programmers | |
| end. | |
| For records, it’s advised to use {$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); | |
| 83 | |
| 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 | |
| 84 | |
| 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 | |
| 85 | |
| 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; | |
| 86 | |
| 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; | |
| 87 | |
| 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; | |
| 88 | |
| 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+}{$J-} | |
| type | |
| TMyCallback = procedure (A: Integer); | |
| TMyClass = class | |
| class procedure Foo(A: Integer); | |
| end; | |
| class procedure TMyClass.Foo(A: Integer); | |
| begin | |
| end; | |
| var | |
| Callback: TMyCallback; | |
| begin | |
| // Error: TMyClass.Foo not compatible with TMyCallback | |
| Callback := @TMyClass(nil).Foo; | |
| end. | |
| In the Delphi mode you would be able to write TMyClass.Foo | |
| instead of an ugly TMyClass(nil).Foo in the example above. | |
| looks much more elegant, | |
| Admittedly, | |
| the TMyClass.Foo | |
| and it is also better checked by the compiler. Using the | |
| TMyClass(nil).Foo is a hack… unfortunately, necessary (for | |
| now) in the ObjFpc mode which is presented throughout this book. | |
| In any case, assigning the TMyClass.Foo to the Callback | |
| above would still fail in the Delphi mode, for exactly the same | |
| reasons. | |
| 89 | |
| Modern Object Pascal Introduction for Programmers | |
| The above example fails to compile, because the Callback is incompatible with the | |
| class method Foo . And it’s incompatible because internally the class method has that | |
| special hidden implicit parameter to pass a class reference. | |
| One way to fix the above example is to change the definition of TMyCallback . It | |
| will work if it is a method callback, declared as TMyCallback = procedure (A: | |
| Integer) of object; . But sometimes, it’s not desirable. | |
| Here comes the static class method. It is, in essence, just a global procedure / | |
| function, but its namespace is limited inside the class. It does not have any implicit | |
| class reference (and so, it cannot be virtual and it cannot call virtual class methods). | |
| On the upside, it is compatible with normal (non-object) callbacks. So this will work: | |
| {$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. | |
| 90 | |
| 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 | |
| 91 | |
| 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 | |
| 92 | |
| 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. | |
| 93 | |
| 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. | |
| 94 | |
| 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 | |
| 95 | |
| 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. | |
| 96 | |
| Modern Object Pascal Introduction for Programmers | |
| 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 | |
| 97 | |
| 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. | |
| 98 | |
| 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), | |
| 99 | |
| 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 | |
| 100 | |
| 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; | |
| 101 | |
| 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; | |
| 102 | |
| 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); | |
| 103 | |
| 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); | |
| 104 | |
| 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) | |
| 105 | |
| 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 | |
| 106 | |
| 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 | |