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# Collections
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All Acedia's collections store `AcediaObject`s. By taking advantage of boxing
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we can use them to store arbitrary types:
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both value types (native variables and structs)
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and reference types (`AcediaObject` and it's children).
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Currently Acedia provides dynamic arrays (regular integer-indexed array)
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and associative arrays (collection of key-value pairs with quick access to
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values via `AcediaObject` keys).
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Using them is fairly straightforward, but, since they're dealing with objects,
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some explanation about their memory management is needed.
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Below we attempt to give a detailed description of everything you need to
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efficiently use Acedia's collections.
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## Usage examples
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### Dynamic arrays
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Dynamics arrays can be created via either of
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`_.collections.EmptyDynamicArray()` / `_.collections.NewDynamicArray()` methods.
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`_.collections.NewDynamicArray()` takes an `array<Acedia>` argument and
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populates returned `DynamicArray` with it's items, while
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`_.collections.EmptyDynamicArray()` simply creates an empty `DynamicArray`.
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They are similar to regular dynamic `array<AcediaObject>`s with
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several differences:
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1. They're passed by reference, rather than by value (no additional copies are
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made when passing `DynamicArray` as an argument to a function or assigning it
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to another variable);
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2. It has richer interface;
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3. It automatically handles necessary object deallocations.
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As an example to illustrate basic usage of `DynamicArray` let's create
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a trivial class that remembers players' nicknames:
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```unrealscript
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class PlayerDB extends AcediaObject;
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var private DynamicArray storage;
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// Constructor and destructor allow for memory management
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protected function Constructor()
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{
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storage = _.collections.EmptyDynamicArray();
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}
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protected function Finalizer()
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{
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storage.FreeSelf();
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storage = none;
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}
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public function RegisterNick(Text newNickName)
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{
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if (newNickName == none) return;
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// `Find` returns `-1` if object is not found
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if (storage.Find(newNickName) >= 0) return;
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storage.AddItem(newNickName);
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}
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public function IsRegisteredID(Text toCheck)
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{
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return (storage.Find(toCheck) >= 0);
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}
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public function ForgetNick(Text toForget)
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{
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// This method removes all instances of `toForget` in `storage`;
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// Optionally there's a flag to only remove the first one.
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storage.RemoveItem(toForget);
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}
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```
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#### What happens if we deallocate stored objects?
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They will turn into `none`:
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```unrealscript
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local Text item;
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local DynamicArray storage;
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storage = _.collections.EmptyDynamicArray();
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item = _.text.FromString("example");
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storage.AddItem(item);
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// Everything is as expected here
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TEST_ExpectNotNone(item);
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TEST_ExpectNotNone(storage.GetItem(0));
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TEST_ExpectTrue(storage.GetItem(0) == item);
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// Now let's deallocate `item`
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item.FreeSelf();
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// Suddenly things are different:
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TEST_ExpectNotNone(item); // `item` deallocated, but not dereferenced
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TEST_ExpectNone(storage.GetItem(0)); // but it is gone from the collection
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TEST_ExpectFalse(storage.GetItem(0) == item);
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```
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Let's explain what's changed after deallocation:
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1. Even though we've deallocated `item`, it's reference still points at
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the `Text` object.
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This is because deallocation is an Acedia's concept and actual UnrealScript
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objects are not destroyed by it;
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2. `storage.GetItem(0)` no longer points at that `Text` object.
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Unlike a simple `array<AcediaObject>`, `DynamicObject` tracks status of it's
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items and replaces their values with `none` when they're deallocated.
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This kind of cleanup is something we cannot do with simple `FreeSelf()` or even
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`_.memory.Deallocate()` for object stored in a regular array, but can for
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objects stored in collections.
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3. Since collection forgot about `item` after it was deallocated,
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`storage.GetItem(0) == item` will be false.
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#### What happens if we remove an item from our `DynamicArray` collection?
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By default nothing - stored items will continue to exist outside the collection.
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This is because by default `DynamicArray` (and `AssociativeArray`) is not
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responsible for deallocation of its items. But it can be made to.
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Suppose that to avoid items disappearing from our collections, we put in their
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copies instead.
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For `Text` it can be accomplished with a simple `Copy()` method:
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`storage.AddItem(item.Copy())`.
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This creates a problem - `storage`, as we've explained before, won't actually
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deallocate this item if we simply remove it. We will have to do so manually to
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prevent memory leaks:
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```unrealscript
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...
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_.memory.Deallocate(storage.GetItem(i));
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storage.RemoveIndex(i);
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```
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which isn't ideal.
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To solve this problem we can add a copy of an `item` to our `DynamicArray` as
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a *managed object*: collections will consider themselves responsible for
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deallocation of objects marked as managed and will automatically clean them up.
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To add an item as managed we need to simply specify second argument for
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`AddItem(, true)` method:
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```unrealscript
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local Text item;
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local DynamicArray storage;
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storage = _.collections.EmptyDynamicArray();
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item = _.text.FromString("example");
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storage.AddItem(item, true);
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// Here added item is still allocated
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TEST_ExpectTrue(item.IsAllocated());
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// But after it's removed from `storage`...
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storage.RemoveIndex(0);
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// ...it's automatically gets deallocated
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TEST_ExpectFalse(item.IsAllocated());
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```
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Whether you would want your collection to auto-deallocate your items or not
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depends only on your needs.
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> **NOTE:**
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> The same collection can contain both managed and unmanaged items.
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Let's rewrite `RegisterNick()` method of `PlayerDB` to make it independent from
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whether `Text` objects passed to it are deallocated:
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```unrealscript
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...
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public function RegisterNick(Text newNickName)
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{
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if (newNickName == none) return;
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if (storage.Find(newNickName) >= 0) return;
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// Store an independent, managed copy
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storage.AddItem(newNickName.Copy(), true);
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}
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...
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```
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### Associative arrays
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> **IMPORTANT:**
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> It is assumed you've read previous section about `DynamicArray`s and
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> its managed objects first.
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Associative arrays allow to efficiently store and access `AcediaObject` values
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via `AcediaObject` keys by using hash map under the hood.
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While objects of any `AcediaObject`'s subclass can be used as keys, the main
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reason for implementing associative arrays was to allow for `Text` keys and
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examples in this sections will focus on them specifically.
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The basic interface is simple and can be demonstrated with this:
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```unrealscript
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local AcediaObject item;
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local AssociativeArray storage;
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storage = _.collection.NewAssociativeArray();
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// Add some values
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storage.SetItem(_.text.FromString("year"), _.ref.int(2021));
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storage.SetItem( _.text.FromString("comment"),
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_.text.FromString("What year it is?"));
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// Then get them
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item = storage.GetItem(_.text.FromString("year"));
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TEST_ExpectTrue(IntRef(item).Get() == 2021);
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item = storage.GetItem(_.text.FromString("comment"));
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TEST_ExpectTrue(Text(item).ToString() == "What year it is?");
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```
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In above example we've created separate text instances (with the same contents)
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to store and retrieve items in `AssociativeArray`.
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However it is inefficient to each time create `Text` anew:
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1. It defeats the purpose of using `Text` over `string`, since
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(after initial creation cost) `Text` allows for a cheaper access to
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individual characters and also allows us to compute `Text`'s hash only once,
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caching it.
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But if we create `Text` object every time we want to access value in
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`AssociativeArray` we will only get more overhead without any benefits.
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2. It leads to creation of useless objects, that we didn't deallocate in
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the above example.
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So it is recommended that, whenever possible, your class would define reusable
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`Text` constant that it would want to use as keys beforehand.
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If you want to implement a class that receives zed's data as
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an `AssociativeArray` and wants to buff its health, you can do the following:
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```unrealscript
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class MyZedUpgrader extends AcediaObject;
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var protected Text TMAX_HEALTH;
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protected function StaticConstructor()
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{
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default.TMAX_HEALTH = _.text.FromString("maxhealth");
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}
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public final function UpgradeMyZed(AssociativeArray zedData)
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{
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local IntRef maxHealth;
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maxHealth = IntRef(AssociativeArray.GetItem(TMAX_HEALTH));
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maxHealth.Set(maxHealth.Get() * 2);
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}
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```
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[Text](./text.md) has more information about convenient ways to
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efficiently create `Text` constants.
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For example, in the above use case of upgrading zed's health it is acceptable to
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do this instead:
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```unrealscript
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class MyZedUpgrader extends AcediaObject;
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public final function UpgradeMyZed(AssociativeArray zedData)
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{
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local IntRef maxHealth;
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maxHealth = IntRef(AssociativeArray.GetItem(P("maxhealth")));
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maxHealth.Set(maxHealth.Get() * 2);
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}
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```
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#### Memory management and `AssociativeArray`
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`AssociativeArray` supports the concept of managed objects in the same way as
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`DynamicArray`s: by default objects are not managed, but can be added as such
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when optional argument is used:
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`AssociativeArray.GetItem(P("value"), someItem, true)`.
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We'll just note here that it's possible to remove a managed item from
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`AssociativeArray` without deallocating it with `TakeItem()`/`TakeEntry()`
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methods.
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A question specific for `AssociativeArray`s is whether they deallocate
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their keys.
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And the answer is: they do not.
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`AssociativeArray` will never deallocate its keys, even if a managed value is
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recorded with them.
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This way one can use the same pre-allocated key in several different
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`AssociativeArray`s.
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If you do need to deallocate them, you will have to do it manually.
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One good way to do so is to use `TakeEntry(AcediaObject key)` method that
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returns a struct `Entry` with both key and recorded value inside:
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```unrealscript
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struct Entry
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{
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// Non-public fields are omitted
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var public AcediaObject key;
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var public AcediaObject value;
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var public bool managed;
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};
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```
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This method also always removes stored value from `AssociativeArray` without
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deallocating it, even if it was managed, making you responsible for it.
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In case of the opposite situation, where one deallocates an `AcediaObject` used
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as a key, `AssociativeArray` will automatically remove appropriate entry
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in its entirety.
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However this is only a contingency measure:
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**you should never deallocate objects that are still used as keys in `AssociativeArray`**.
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One of the negative consequences is that it'll screw up `AssociativeArray`'s
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`GetLength()` results, making it possibly overestimate the amount of
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stored items (because there is no guarantee on *when* an entry with
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deallocated key will be detected and cleaned up).
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#### Capacity
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Acedia's `AssociativeArray` works like a hash table and needs to allocate
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sufficiently large dynamic array as a storage for its items.
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If you keep adding new items that storage will eventually become too small for
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hash table to work efficiently and we will have to reallocate and re-fill it.
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If you want to add a huge enough amount of items into your `AssociativeArray`,
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this process might be repeated several times.
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This is not ideal, since it means doing a lot of iteration, each taking
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noticeable time and increasing infinite loop counter
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(game will crash if it gets high enough).
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`AssociativeArray` allows you to set minimal capacity with
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`SetMinimalCapacity()` method to force it to pre-allocate enough space for
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the expected amount of items.
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Setting minimal capacity to the maximum amount of items you expect to store in
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the caller `AssociativeArray` can remove any need for reallocating the storage.
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> **NOTE:**
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> `AssociativeArray` always allocates storage array with length of at least
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> `MINIMUM_SIZE = 50` and won't need any reallocations before you add at least
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> `MINIMUM_SIZE * MAXIMUM_DENSITY = 50 * 0.75 ~= 38` items,
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> no matter the current minimal capacity
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> (that can be checked with `GetMinimalCapacity()` method).
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#### [Advanced] Associative arrays' keys
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`AssociativeArray` allows to store `AcediaObject` values by `AcediaObject` keys.
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Object of any class (derived from `AcediaObject`) can be used for either, but
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behavior of the `AssociativeArray` regarding its key depends on how key's
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`IsEqual()` and `GetHashCode()` methods are implemented.
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> **IMPORTANT:**
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> [Refresh](../objects.md) your knowledge on how equality checks for
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> Acedia's objects work, do not rely on intuition here.
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For example `Text`'s hash and equality is determined by its content:
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```unrealscript
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local Text t1, t2;
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t1 = _.text.FromString("Some random text");
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t2 = _.text.FromString("Some random text");
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// All of these assertions are correct:
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TEST_ExpectTrue(t1.IsEqual(t2)); // same content
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TEST_ExpectTrue(t1.GetHashCode() == t2.GetHashCode()); // same hashes
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TEST_ExpectTrue(t1 != t2); // different objects
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```
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Therefore, if you used one `Text` as a key, then you will be able to obtain it's
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value with another `Text` that contains the same `string`.
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However `MutableText`'s contents can change dynamically, so it cannot afford to
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base its equality and hash on its contents:
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```unrealscript
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local MutableText t1, t2;
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t1 = _.text.FromStringM("Some random text");
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t2 = _.text.FromStringM("Some random text");
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// `IsEqual()` no longer compares contents;
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// Use `Compare()` instead.
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TEST_ExpectFalse(t1.IsEqual(t2));
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TEST_ExpectFalse(t1.GetHashCode() == t2.GetHashCode()); // different hashes (most likely)
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TEST_ExpectTrue(t1 != t2); // different objects
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```
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`MutableText` can still be used as a key, but value stored with it will only be
|
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|
|
obtainable by providing the exact instance of `MutableText`, regardless of
|
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|
|
its contents:
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|
```unrealscript
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|
|
local MutableText t1, t2;
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|
|
local AssociativeArray storage;
|
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|
|
storage = _.collection.NewAssociativeArray();
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|
|
|
t1 = _.text.FromStringM("Some random text");
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|
|
t2 = _.text.FromStringM("Some random text");
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|
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storage.SetItem(t1, _.text.FromString("Contents!"));
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|
TEST_ExpectNone(storage.GetItem(t2));
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|
|
TEST_ExpectNotNone(storage.GetItem(t1));
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|
|
|
```
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As far as base Acedia's classes go, only `Text` and boxed
|
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|
|
(immutable ones, not refs) values are a good fit to be used as
|
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|
|
contents-dependent keys.
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|
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|
## More accessors
|
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|
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|
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|
While you can store simple values inside these arrays in a straightforward
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|
|
manner of `storage.SetItem(_.text.FromString("year"), _.ref.int(2021))`,
|
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|
|
it is not very convenient.
|
|
|
|
Especially getting items from such arrays can be problematic, since that `int`
|
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|
|
can potentially be stored as both immutable `IntBox` or mutable `IntRef`.
|
|
|
|
|
|
|
|
To help with this problem Acedia's collections provide a bunch of convenience
|
|
|
|
accessors for UnrealScript's built-in types.
|
|
|
|
Let us start with getters
|
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|
|
`GetBool()`, `GetByte()`, `GetInt()`, `GetFloat()`, `GetText()`
|
|
|
|
(since Acedia uses `Text` instead of `string`).
|
|
|
|
These take index for `DynamicArray` or `AcediaObject` keys for
|
|
|
|
`AssociativeArray` and return relevant type if they find either box or a ref
|
|
|
|
of such type in the caller array.
|
|
|
|
All of them, except `Text`, also allow you to provide default value as
|
|
|
|
a second argument - this value will be used if neither box or ref for
|
|
|
|
the desired type is found.
|
|
|
|
|
|
|
|
Then there's setter methods
|
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|
|
`SetBool()`, `SetByte()`, `SetInt()`, `SetFloat()` that take
|
|
|
|
at least two parameters: index/key and value to store.
|
|
|
|
They automatically create either box or ref object to wrap around passed
|
|
|
|
primitive value and always store it as a *managed item*.
|
|
|
|
Third, optional, `bool` parameter `asRef` allows you to decide whether passed
|
|
|
|
value should be saved inside the array in an immutable box or in a mutable ref
|
|
|
|
(default `false` is to save that primitive type in a box).
|
|
|
|
|
|
|
|
> **NOTE:**
|
|
|
|
> There is no paired `SetText()` setter for `GetText()` getter,
|
|
|
|
> since `Text` itself is an object and can directly be saves with `SetItem()`.
|
|
|
|
|
|
|
|
Here is an example of how they work:
|
|
|
|
|
|
|
|
```unrealscript
|
|
|
|
local IntBox box;
|
|
|
|
local IntRef ref;
|
|
|
|
local DynamicArray storage;
|
|
|
|
storage = _.collection.NewDynamicArray();
|
|
|
|
storage.SetInt(0, 7);
|
|
|
|
// `int` value is not returned normally, but there is not auto-conversion
|
|
|
|
// into `float` and so `GetFloat()` returns provided default value instead
|
|
|
|
Log("Value as int:" @ storage.GetInt(0)); // Value as int: 7
|
|
|
|
Log("Value as float:" @ storage.GetFloat(0, 9)); // Value as int: 9
|
|
|
|
|
|
|
|
box = IntBox(storage.GetItem(0));
|
|
|
|
// `int` should be stored in an allocated box
|
|
|
|
TEST_ExpectNotNone(box);
|
|
|
|
TEST_ExpectTrue(box.IsAllocated());
|
|
|
|
// Re-recording `int` as ref causes previous box (managed by `storage`)
|
|
|
|
// to get destroyed
|
|
|
|
storage.SetInt(0, 11, true);
|
|
|
|
TEST_ExpectNotNone(box); // still not `none`
|
|
|
|
TEST_ExpectFalse(box.IsAllocated()); // but is not deallocated
|
|
|
|
Log("Value as int:" @ storage.GetInt(0)); // Value as int: 11
|
|
|
|
// `int` should be stored in an allocated ref now
|
|
|
|
ref = IntRef(storage.GetItem(0));
|
|
|
|
TEST_ExpectNotNone(ref);
|
|
|
|
TEST_ExpectTrue(ref.IsAllocated());
|
|
|
|
```
|
|
|
|
|
|
|
|
## Even more accessors
|
|
|
|
|
|
|
|
Collections `DynamicArray` and `AssociativeArray` are `AcediaObject`s themselves
|
|
|
|
and, therefore, can be stored in other arrays, producing hierarchical
|
|
|
|
structures, similar to those of JSON's arrays / objects.
|
|
|
|
|
|
|
|
```json
|
|
|
|
{
|
|
|
|
"main_guy": {
|
|
|
|
"status": "admin",
|
|
|
|
"maps": ["biotics", "bedlam", "waterworks"]
|
|
|
|
},
|
|
|
|
"other_guy": {
|
|
|
|
"status": "random",
|
|
|
|
"maps": ["biotics", "westlondon"]
|
|
|
|
}
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
To access some variable, nested deep inside such structure, one can either
|
|
|
|
manually get reference of each collection on the way, e.g. to access second map
|
|
|
|
of the "other_guy" we'd need to first get reference to "other_guy"'s collection
|
|
|
|
(`AssociativeArray`):
|
|
|
|
|
|
|
|
```json
|
|
|
|
{
|
|
|
|
"status": "random",
|
|
|
|
"maps": ["biotics", "westlondon"]
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
then to the array of his maps (`DynamicArray`):
|
|
|
|
|
|
|
|
```json
|
|
|
|
["biotics", "westlondon"]
|
|
|
|
```
|
|
|
|
|
|
|
|
and only then access second item.
|
|
|
|
This is too cumbersome!
|
|
|
|
Fortunately, Acedia's collections have an alternative solution:
|
|
|
|
|
|
|
|
```unrealscript
|
|
|
|
userCollection.GetTextBy(P("/other_guy/maps/1")); // westlondon!
|
|
|
|
```
|
|
|
|
|
|
|
|
`/other_guy/maps/1` line is describes a path to the element nested deep inside
|
|
|
|
hierarchy of collections and follows the rules of a
|
|
|
|
[JSON pointer](https://datatracker.ietf.org/doc/html/rfc6901).
|
|
|
|
Both `DynamicArray` and `AssociativeArray` support following methods that work
|
|
|
|
with such pointers:
|
|
|
|
`GetItemBy()`, `GetBoolBy()`, `GetByteBy()`, `GetIntBy()`, `GetFloatBy()`,
|
|
|
|
`GetTextBy()`, `GetDynamicArrayBy()` and `GetAssociativeArrayBy()`.
|
|
|
|
|
|
|
|
Passing paths like `/other_guy/maps/1` requires collections to perform their
|
|
|
|
parsing every time such getter is called.
|
|
|
|
If you want to reuse the same path several times it might be better to convert
|
|
|
|
it into `JSONPointer` object (using `_.json.Pointer()` method) and then use
|
|
|
|
that object with following alternative methods:
|
|
|
|
`GetItemByJSON()`, `GetBoolByJSON()`, `GetByteByJSON()`, `GetIntByJSON()`,
|
|
|
|
`GetFloatByJSON()`, `GetTextByJSON()`, `GetDynamicArrayByJSON()`,
|
|
|
|
`GetAssociativeArrayByJSON()`.
|
|
|
|
This way parsing has to be done only once - when creating `JSONPointer` object.
|