Glossary
- Call - Trigger some code to run, providing zero or more parameters
- Invoke - To cause some code to be triggered, by any method
- Library - A collection of code written by you or another user that you can use to expand AutoHotkey's functionality
Syntax
- Parentheses -
()- Used to call code with zero or more arguments, or to group together parts of an expression to change operator precedence- For example,
MsgBox( 2 * (2+2) )
- Brackets -
[]- Used to access Items from an object's Item Store, or declare an array literal - Braces -
{}- Used to group together a logical "block" of code, or declare a basic object literal - Angle Brackets -
<>- Most often used as Greater Than or Less Than operators, sometimes used when defining Arrow Functions - Hotkey - A block of code that runs when a key is pressed
- Function - A reusable block of code, usually named, that can take zero or more parameters and optionally returns a value
- Built-In Function - A function provided by AutoHotkey itself, like
MsgBoxorSend - Command - A function call statement; a top-level function call where the parentheses around parameters are optional
- For example,
MsgBox "This is the first parameter""
- Object - A value that contains sub-values in a property store, and optionally in an item store
- For example,
var1 := { prop1: "Value1", prop2: "Value2"}
- Array - An object with an item store that stores values numerically indexed counting up from
1- For example,
var1 := ["Value1", "Value2", "Value3"]/var2 := var1[2]
- Map - An object with an item store that stores values referenced by strings called keys
- For example,
var1 := Map("Key1", "Value1", "Key2", "Value2")/var2 := var1["Key2"]
Classes
- Property: A name saved in an object's property store, accessed using dot syntax
- Property Store: The collection of all the properties available on an object
- Item: A name saved in an object's item store, accessed using bracket syntax
- Item Store: The collection of all the items available on an object
- Method: A property that can be called
- Dynamic Property: A property whose value is computed at check time by a function
- Member: Used interchangeably with Property
- Field: Sometimes used to refer to object properties, but more commonly used to refer to members of a DLL structure
- Instance: A copy of a class that inherits its methods but has its own properties that can be set independently
- Prototype: An object used as the base for instance objects
- Base: For a given object instance, the prototype that methods are inherited from