guides:objects

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guides:objects [2025-01-06 12:57] – ↷ Page moved from playground:objects to guides:objects geekguides:objects [2025-03-31 17:28] (current) – Move classes header to separate page geek
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 </runner> </runner>
  
-Unlike in AutoHotkey v1, arrays are not //sparse//. In v1, you could specify any new index for an array and assign a value into it. However, in v2 you cannot specify new indexes and all indexes are //contiguous// to existing indexes. So while in v1 you could take an array with three items and assign a new item at index 54, in v2 you can only assign indexes between ''1'' and ''array.Length''. If you want to extend the array, you **must** use the //Push// method.+Unlike in AutoHotkey v1, arrays are not //sparse//. In v1, you could specify any new index for an array and assign a value into it. However, in v2 you cannot specify new indexes and all indexes are //contiguous// to existing indexes. So while in v1 you could take an array with three items and assign a new item at index 54, in v2 you can only assign indexes between ''1'' and ''array.Length''. If you want to extend the array, you **must** use the //Push// method, or pre-extend the length like ''array.Length := 54''.
  
 ==== Maps ==== ==== Maps ====
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 MsgBox 'My list has ' myList.Count ' items now! Item "stone" is: ' myList["stone"] MsgBox 'My list has ' myList.Count ' items now! Item "stone" is: ' myList["stone"]
 </runner> </runner>
 +
 +===== Maps versus Objects =====
 +
 +In AutoHotkey v1, there was no separation between Maps and basic Object types. In AutoHotkey v2, it is possible to misuse a basic object in many of the situations where maps will be more appropriate. Let's talk about that!
 +
 +AutoHotkey's object model is based largely on JavaScript, and in v1 object definition was so similar that you could in some cases paste JavaScript Object Notation (JSON) directly into your script. In v2, if you tried this you would run into two problems. First, object keys for the property store are no longer accepted if they are in quotes. Instead, they must follow similar rules to putting a variable name. Second, if you load data with dynamic keys into your objects' property stores, you run the risk of //shadowing// instance methods.
 +
 +In JavaScript, shadowing instance methods is almost never a concern because the language development group has bent over backwards to avoid putting reasonable instance methods onto their objects. The set of instance methods on basic objects in JavaScript are as follows:
 +
 +  * Object.prototype.**hasOwnProperty**()
 +  * Object.prototype.**isPrototypeOf**()
 +  * Object.prototype.**propertyIsEnumerable**()
 +  * Object.prototype.**toLocaleString**()
 +  * Object.prototype.**toString**()
 +  * Object.prototype.**valueOf**()
 +
 +Notably, this set of methods contain almost nothing critical to the usage of most objects. If we loaded some data with dynamic names and ''toString'' was overwritten, barely anything of value would be lost. The basic object's implementation of ''toString'' mostly just returns ''"[object Object]"'' which was already unhelpful and mostly unused.
 +
 +Compare this to the set of methods available for basic objects in AutoHotkey:
 +
 +  * **Clone**: Returns a shallow copy of an object.
 +  * **DefineProp**: Defines or modifies an own property.
 +  * **DeleteProp**: Removes an own property from an object.
 +  * **GetOwnPropDesc**: Returns a descriptor for a given own property, compatible with DefineProp.
 +  * **HasOwnProp**: Returns 1 (true) if an object owns a property by the specified name.
 +  * **OwnProps**: Enumerates an object's own properties.
 +
 +Plus the methods available on all values:
 +
 +  * **GetMethod**: Retrieves the implementation function of a method.
 +  * **HasBase**: Returns true if the specified base object is in the value's chain of base objects.
 +  * **HasMethod**: Returns true if the value has a method by this name.
 +  * **HasProp**: Returns true if the value has a property by this name.
 +
 +You can see, these methods are immediately much more useful than the JavaScript ones. Why is that?
 +
 +JavaScript painted itself into a box. Because they enabled developers to treat basic objects like maps from the start, they can no longer add new instance methods to basic objects without risking issues with web scripts that already exist out there in the world. Instead, they implement all new object functionality as static methods instead of instance methods.
 +
 +AutoHotkey v2 doesn't have to worry about breaking existing scripts, because very few existing scripts for AHKv2 existed at its release, and going forward it encourages developers to avoid treating basic objects like maps. Instead of promising AHK won't add new important object instance methods, AHK promises the opposite; it can add new important object instance methods at any time and you should be ready for them.
 +
 +See here, a comparison of AHK's instance methods vs JavaScript's static methods (that operate more like really syntactically unwieldy instance methods).
 +
 +^ AutoHotkey                       ^ JavaScript                                        ^
 +| ''myObj.DefineProp(name, ...)''  | ''Object.defineProperty(myObj, name, ...)''       |
 +| ''myObj.OwnProps()''             | ''Object.entries(myObj)''                         |
 +| ''myObj.GetOwnPropDesc(name)''   | ''Object.getOwnPropertyDescriptor(myObj, name)''  |
 +
 +So in JavaScript, you can have an object where its property ''entries'' gets populated at run-time by some data loaded from the web with zero repercussions. But the trade-off is that you will never be able to use ''entries'' as an instance method. Whereas in AutoHotkey v2, you can use ''OwnProps'' as an instance method but you will never be able to safely load property names from the web without the potential that your object could break outright later in the script because ''OwnProps'', ''Clone'', or some other critical method now or in the future was shadowed. It could be shadowed unintentionally, because words like Clone are somewhat common, or it could be shadowed intentionally by someone with malicious intent to break your script.
 +
 +Let's give an example:
 +
 +> Anecdote from [[user:geek]]
 +>
 +> Before AHKv2 was even a twinkle of light in the distance, I used various AHK socket libraries to create a chat bot for the AutoHotkey IRC help chat. This chat bot, among other things, kept a scoreboard to track how helpful people were being in the chat. Whenever someone would type ''!kudos userName'', that user would get 1 point added to their score. It was a very simple feature, with very simple code (AHKv1):
 +>
 +> <code autohotkey>
 +scores := FileOpen("scores.json", "r").Read()
 +scores := JSON.Load(scores)
 +scores[targetUser]++
 +scores := JSON.Dump(scores)
 +FileOpen("scores.json", "w").Write(scores)
 +</code>
 +> What would you say the issue with this code is? It's easy not to pick up on it right away, or at all. The issue here is //what happens when someone with the username ''_NewEnum'' gets a kudos point?//
 +>
 +> Well, I'll tell you what happens. On line 1 it loads the score board, on line 2 it parses the score board as JSON, on line 3 it shadows the built-in ''_NewEnum'' name, on line 4 the JSON library fails to list the object properties (returning '{}'), and on line 5 it deletes the scoreboard leaving an entirely empty scoreboard in its place.
 +>
 +> I could blocklist names that I think would cause potential issues, like ''_NewEnum'' or ''Clone'' (which are both perfectly valid names on IRC in general), but that's not a reliable approach because it both limits what I can do, and it's a moving target as future methods continue to be added to basic objects.
 +>
 +> Although this example is relatively low stakes, it demonstrates the class of bug very succinctly. If you use dynamic names for object properties, you open yourself up to potential future attacks on the very reliability of your code.
 +
 +Because it's potentially unsafe to use property names generated by some expression, AutoHotkey v2 makes the syntax for that rather unwieldy. Instead of ''{"property": "value"}'' which implies the property can and should be generated at runtime, AHKv2 has you write ''{property: "value"}'' which more correctly conveys the semantic difference that property store names really should be hard-coded into the script instead of loaded dynamically from a source that could contain breaking keys. If you did want to specify a property name from a variable source, you'd have to write ''{%someVar%: "value"}'' which is immediately a red flag because the usage of percentage signs in this context goes against all the changes and removal of legacy syntax from the v1 to v2 jump.
 +
 +Instead of misusing basic objects to load dynamic property names, AutoHotkey v2 provides the Map object with its item store which can store items of //any// name without worrying about shadowing important built-in names. It's only a few extra characters up front to write, but it entirely avoids the aforementioned preventable issues, and you can also avoid having to request the OwnProps iterator every time. See below, the two options really shake about the same in terms of how much code there is to write:
 +
 +<runner ahk2>
 +myObject := {a: "alpha", b: "bravo", c: "charlie"}
 +for key, value in myObject.OwnProps() {
 +    ; This loop only works because OwnProps is not defined as user data on myObject
 +    MsgBox "Plain object - " key ": " value
 +}
 +
 +; versus
 +
 +myObject := Map("a", "alpha", "b", "bravo", "c", "charlie")
 +for key, value in myObject {
 +    ; This loop works even if OwnProps is defined as user data on myObject
 +    MsgBox "Map object - " key ": " value
 +}
 +</runner>
 +
 +So the rule of thumb is: If your all of your keys are known at the time you're writing the script, and you can hard-code them into the script, you can use a basic object with the property store. If your keys cannot be known at the time you're writing the script (like because they're loaded from a resource external to the script) then you should use a ''Map'' to be sure you never shadow the important methods that you might need later in the script.
 +
 +==== Breaking the Rules ====
 +
 +If you really must break the rule of thumb and load dynamic names into a basic object's property store, keep these two things in mind:
 +
 +First, if you are //sure// the data source you're loading from can never contain names that would conflict with the built-in names you need, you can actually do this safely.
 +
 +Second, if you do not care about polymorphism and the other advantages of a rigorous object implementation, you can use AutoHotkey like JavaScript and avoid using //any// of the built in instance methods. That is, you could write all your code with the equivalent functions instead of method calls. Since you would no longer need any of the built-in methods, you don't have to worry about shadowing them accidentally. 
 +
 +<runner ahk2>
 +myObject := {OwnProps: "Own Properties"}
 +for key, value in ObjOwnProps(myObject) {
 +    ; This loop works even though OwnProps was overridden
 +    MsgBox "ObjOwnProps - " key ": " value
 +}
 +</runner>
 +
 +This reduces the flexibility of the script in the future. For example, imagine that a new object base implementation was offered by a library. Maybe the library uses some kind of hash mapping to make the property store more performant. Maybe the library offers the object as an RPC proxy for a remote environment (this is sometimes done for things like accessing certain JavaScript values from the WebView2 library). If you forcibly use the ''ObjOwnProps'' or other default object method implementations, you could severely limit compatibility with the new object type from that library.
 +
 +<runner ahk2>
 +; Some function you write using ObjOwnProps
 +ObjectProcessor1(someObject) {
 +    for key, value in ObjOwnProps(someObject)
 +        MsgBox "ObjOwnProps - " key ": " value
 +}
 +
 +; Some function you write using object.OwnProps
 +ObjectProcessor2(someObject) {
 +    try for key, value in someObject.OwnProps()
 +        MsgBox ".OwnProps() - " key ": " value
 +}
 +
 +normalObject := {OwnProps: "", a: "Alpha"}
 +customObject := CoolerObject()
 +customObject.a := "Alpha"
 +
 +MsgBox "Fine:"
 +ObjectProcessor1(normalObject)
 +MsgBox "Wonky:"
 +ObjectProcessor1(customObject)
 +MsgBox "Broken:"
 +ObjectProcessor2(normalObject)
 +MsgBox "Fine:"
 +ObjectProcessor2(customObject)
 +
 +; For example, maybe cooler objects should always enumerate their property store
 +; as 1, 2, 3 for some reason.
 +class CoolerObject {
 +    OwnProps() => [1, 2, 3].__Enum()
 +}
 +</runner>
 +
 ===== Object References ===== ===== Object References =====
  
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 </runner> </runner>
  
-===== Fundamentals of Class Objects ===== +===== Classes =====
- +
-==== Function Objects ==== +
- +
-In AutoHotkey v1, there were several global collections of names that were kept separate. There was a collection of command names, a collection of label names, a collection of function names, and a collection of variable names. AutoHotkey v2 has mostly merged these collections, folding them all into the //just// variable name collection. Label-based subroutines have been replaced in favor of functions. Commands have been replaced in favor of functions. And, critically, functions have been redesigned to all be stored //inside// global variables. +
- +
-Allowing functions to be saved inside variables and passed around like data is known as having [[https://en.wikipedia.org/wiki/First-class_function|first-class functions]]. In AutoHotkey, it is achieved by using [[https://www.autohotkey.com/docs/v2/misc/Functor.htm|function objects]], which are objects that can run code when you use the call syntax: ''name()''. Both user-defined functions and built-in functions are implemented this way, with function definition syntax creating a global variable by the function's name to hold the function object. +
- +
-<runner ahk2> +
-MyFunction() { +
-    ; No matter how this function is called, the message box +
-    ; will say "You called MyFunction"+
-    MsgBox "You called " A_ThisFunc +
-+
- +
-MsgBox IsObject(MsgBox) ", " Type(MsgBox) +
-MsgBox IsObject(MyFunction) ", " Type(MyFunction) +
- +
-MyVar := MyFunction ; Put MyFunction into a different variable +
-MyVar() ; Call the function object stored inside MyVar +
-</runner> +
- +
-Function objects come inside global read-only variables by default, but can be passed around just like any other object. As shown above, it's easy to put the function object into a different variable even if the new variable has a different name. Additionally, AutoHotkey allows you to //skip// defining the global read-only variable by defining some functions directly inside an expression: +
- +
-<runner ahk2> +
-MyVar := () => MsgBox("You called '" A_ThisFunc "' (the arrow function)"+
-MyVar() +
- +
-; In AHKv2.1 this is allowed as well: +
-;MyVar2 := () { +
-;    MsgBox "You called '" A_ThisFunc "' (the function expression)" +
-;} +
-;MyVar2() +
-</runner> +
- +
-By itself, this syntax is usually seen when defining OnEvent type callbacks. It allows you to skip defining a function that might only be called in one place: +
- +
-<code autohotkey> +
-CloseCallback() { +
-    MsgBox "You tried to close the GUI" +
-+
-g := Gui() +
-g.OnEvent("Close", CloseCallback) +
- +
-; Can be rewritten as: +
- +
-g := Gui() +
-g.OnEvent("Close", () => MsgBox("You tried to close the GUI")) +
- +
-; Or in v2.1: +
- +
-g := Gui() +
-g.OnEvent("Close", () { +
-    MsgBox "You tried to close the GUI" +
-}) +
-</code> +
- +
-However, where things start to get really interesting is when you put function objects into //other objects//. Just like a function object can be stored inside a regular variable and then that variable becomes callable, a function object can be stored as an object property and then that property becomes callable. A callable property on an object is called a //method//+
- +
-When you call a function stored as an object property, AutoHotkey does a little trick with the parameter list. If you have ''MyObject'' with a property ''FunctionProperty'' that contains a function object, calling ''MyObject.FunctionProperty(1, 2, 3)'' will automatically translate into (roughly) ''Temp := MyObject.FunctionProperty'' then ''Temp(someObject, 1, 2, 3)'' where ''Temp(...)'' is a regular call to the function. You see, the object that contains the property is passed as a first parameter to the function. +
- +
-<runner ahk2> +
-MyFunction(this, a, b, c) { +
-  MsgBox 'a: ' a '`nb: ' b '`nc: ' c  +
-+
- +
-MyObject := { +
-  FunctionProperty: MyFunction +
-+
- +
-; These following 4 lines are all equivalent +
-MyObject.FunctionProperty(1, 2, 3) +
-Temp := MyObject.FunctionProperty, Temp(MyObject, 1, 2, 3) +
-(MyObject.FunctionProperty)(MyObject, 1, 2, 3) +
-MyObject.FunctionProperty.Call(MyObject, 1, 2, 3) +
-</runner> +
- +
-==== Prototyping ==== +
- +
-AutoHotkey objects are *prototype* based, but AutoHotkey's docs don't really do a proper job of explaining what that means or how it works. Prototype-based Object-Oriented-Programming (OOP) is a way of arranging objects containing function objects so that the emergent behavior is similar to non-prototype OOP languages (think C++ or Java). +
- +
-The first part of this arrangement was //function objects// being nested inside regular objects. The second part is //prototyping//. Prototyping is the generic term for allowing one object to borrow the properties of another object (the //prototype// object). In AutoHotkey, this is achieved using the "base" mechanism. By adding a base to your object, whenever you try to access a property on your object that does not exist AutoHotkey will then check the base object to see if it exists there instead. +
-<runner ahk2> +
-baseObject := { +
-    someProperty: "alpha" +
-+
- +
-testObject := { +
-    base: baseObject +
-+
- +
-MsgBox testObject.someProperty ; Will show "alpha" +
-</runner> +
- +
-==== Class Syntax ==== +
- +
-AutoHotkey's ''class'' syntax is so-called [[https://en.wikipedia.org/wiki/Syntactic_sugar|sugar syntax]]. Sugar syntax is an easier to read and write shorthand for code that is too verbose to work with directly. The implication of calling class syntax as sugar syntax is that you can do almost everything that the ''class'' keyword does entirely without using it. There are a few minor exceptions that we will go over later. +
- +
-Class syntax is used to simultaneously define two things: a "prototype object" and a "class object". A prototype object is used the *base* object for class instances. When you create an object like ''myObject := MyClass()'', the value of ''myObject'' ends up looking something like ''myObject := {base: MyClass.Prototype}''. The prototype object is the object that holds all the method functions that you can call on the class instance. +
- +
-Remembering the fundamental of how functions stored in objects are called, it would mean that in this following example, when ''testMethod'' is called the value of ''this'' will be equal to ''myObject'' //not// ''MyClass.Prototype''+
- +
-<runner ahk2> +
-testMethod(this, a, b, c) { +
-    MsgBox "this Ptr: " ObjPtr(this) +
-    MsgBox 'a: ' a '`nb: ' b '`nc: ' c +
-+
-MyClass := { +
-    Prototype: { +
-       functionProperty: testMethod +
-    } +
-+
- +
-myObject := {base: MyClass.Prototype} +
- +
-MsgBox "Prototype Ptr: " ObjPtr(MyClass.Prototype) +
-MsgBox "myObject Ptr: " ObjPtr(myObject) +
- +
-myObject.functionProperty(1, 2, 3) +
-</runner> +
- +
-The "class object" created by class syntax starts pretty simple: an object with a ''Prototype'' field. But then AHK adds onto that with an "instance factory". Instance factory is a term that I don't think the AHK docs ever uses, but it really should because that's what it would be called in any sane language. +
- +
-An instance factory is a function that creates instances of a class. An instance factory for an AHK class works something like this: +
- +
-<code autohotkey> +
-classFactory(someClass) { +
-    instance := {base: someClass.Prototype} +
-    instance.__Init() +
-    if HasMethod(instance, "__New") { +
-        instance.__New() +
-    } +
-    return instance +
-+
-</code> +
-The instance factory gets put onto the class object as its "Call" method. With the class factory put onto the class object like this, you can create instances by calling the class object directly: +
-<runner ahk2> +
-testMethod(this, a, b, c) { +
-    MsgBox 'a: ' a '`nb: ' b '`nc: ' c +
-+
-classFactory(someClass) { +
-    instance := {base: someClass.Prototype} +
-    instance.__Init() +
-    if HasMethod(instance, "__New") { +
-        instance.__New() +
-    } +
-    return instance +
-+
-MyClass := { +
-    Prototype: { +
-       functionProperty: testMethod +
-    }, +
-    Call: classFactory +
-+
-myInstance := MyClass() +
-myInstance.functionProperty("alpha", "bravo", "charlie"+
-</runner> +
- +
-This code invokes "Call" automatically, like ''(MyClass.Call)(MyClass)'', which invokes ''classFactory'' and returns the instance object. +
- +
-That's the vast majority of what class syntax does. In that last example, we manually created this class:  +
- +
-<runner ahk2> +
-class MyClass { +
-  functionProperty(a, b, c) { +
-    MsgBox 'a: ' a '`nb: ' b '`nc: ' c +
-  } +
-+
-myInstance := MyClass() +
-myInstance.functionProperty("alpha", "bravo", "charlie"+
-</runner> +
- +
-When defining a class, it allows you to specify static and non-static properties. You can do exactly the same with the manually written code. Static properties get added to the class object. Non-static properties get added to the instance by the ''%%__Init%%'' method called by the instance factory: +
- +
-<runner ahk2> +
-class MyClass1 { +
-    static someProp := 123 +
-    someProp := 456 +
-+
-myInstance1 := MyClass1() +
-MsgBox "Static " MyClass1.someProp " | Non-Static: " myInstance1.someProp +
- +
-; Equivalent to +
- +
-classFactory(someClass) { +
-    instance := {base: someClass.Prototype} +
-    instance.__Init() +
-    if HasMethod(instance, "__New") { +
-        instance.__New() +
-    } +
-    return instance +
-+
-MyClass2 := { +
-    Prototype: { +
-       __Init: (this) => (this.someProp := 456) +
-    }, +
-    Call: classFactory, +
-    someProp: 123 +
-+
-myInstance2 := MyClass2() +
-MsgBox "Static " MyClass2.someProp " | Non-Static: " myInstance2.someProp +
-</runner> +
- +
-=== Unique behavior === +
- +
-As mentioned previously, there are a few unique features of the ''class'' syntax that are not easily replicated.+
  
-The first is //definition hoisting//. Definition hoisting is the ability to define a class (or other construct) //below// the point where it will be referenced. This allows you to write a class definition at the bottom of your script, but still use it in the auto-execution section. Function definitions are also hoisted in this way.+See: [[guides:objects:classes|]]
  
-The second difference is that the variable defined using ''class'' syntax to hold the class object is made read-only. If you define a class manually like any other object, that class name can be overwritten later. But if you define it with ''class'' syntax, trying to overwrite the global variable that holds the class object will result in the exception "This Class cannot be used as an output variable."