Modern Object Pascal Introduction for Programmers

castle-engine.io · 2026-09-26 · by Long Nguyen ·generic
Modern Object Pascal Introduction: units, classes, generics, memory management, exceptions and more.

Modern Object Pascal Introduction for Programmers

Modern Object Pascal Introduction for Programmers

Table of Contents

  • 1. Why this book
  • 2. Basics
  • * 2.1. "Hello world" program * 2.2. Compilers and FPC "syntax modes" * 2.3. Functions, procedures, primitive types * 2.4. Testing (if) * 2.5. Logical, relational and bit-wise operators * 2.6. Testing single expression for multiple values (case) * 2.7. Enumerated and ordinal types and sets and constant-length arrays * 2.8. Loops (for, while, repeat, for .. in) * 2.9. Output, logging * 2.10. Converting to a string
  • 3. Units
  • * 3.1. Overview * 3.2. Extensions used for units and programs * 3.3. Initialization and finalization * 3.4. Units using each other * 3.5. Qualifying identifiers with unit name * 3.6. Exposing one unit identifiers from another
  • 4. Classes
  • * 4.1. Basics * 4.2. Inheritance, virtual methods, override, reintroduce * 4.3. Classes and class instances, constructors, destructors * 4.4. Testing class (is), typecasting (as, TMyClass(X)) * 4.5. Properties * 4.5.1. Serialization of properties * 4.6. Exceptions - Quick Example * 4.7. Visibility specifiers * 4.8. Default ancestor * 4.9. Self * 4.10. Calling inherited method * 4.11. Virtual methods, override and reintroduce
  • 5. Freeing classes
  • * 5.1. Remember to free the class instances * 5.2. How to free * 5.3. Manual and automatic freeing * 5.4. The virtual destructor called Destroy * 5.5. Free notification * 5.6. Free notification observer (Castle Game Engine)
  • 6. Exceptions
  • * 6.1. Overview * 6.2. Raising * 6.3. Catching * 6.4. Finally (doing things regardless of whether an exception occurred) * 6.5. How the exceptions are displayed by various libraries
  • 7. Run-time library
  • * 7.1. Input/output using streams * 7.2. Containers (lists, dictionaries) using generics * 7.3. Cloning: TPersistent.Assign
  • 8. Various language features
  • * 8.1. Local (nested) routines * 8.2. Callbacks (aka events, aka pointers to functions, aka procedural variables) * 8.3. Anonymous functions * 8.4. Generics * 8.5. Overloading * 8.6. Preprocessor * 8.7. Records * 8.8. Variant records and related concepts * 8.8.1. Variant records * 8.8.2. Variant type * 8.8.3. TVarRec in array of const * 8.9. Old-style objects * 8.10. Pointers * 8.11. Operator overloading
  • 9. Advanced classes features
  • * 9.1. Private and strict private * 9.2. More stuff inside classes and nested classes * 9.3. Class methods * 9.4. Class references * 9.5. Static class methods * 9.6. Class properties and variables * 9.7. Class helpers * 9.8. Should constructors and destructors be virtual? * 9.8.1. Destructors * 9.8.2. Constructors * 9.9. An exception in constructor
  • 10. Interfaces
  • * 10.1. Interfaces GUIDs * 10.2. Typecasting interfaces * 10.3. CORBA and COM types of interfaces * 10.4. Reference-counted (COM) interfaces * 10.5. Using COM interfaces with reference-counting disabled
  • 11. About this document
  • 1. Why this book

    I wanted to describe the modern Object Pascal: programming language with classes, units, generics, interfaces and other modern features you expect. I wanted to show how all the language features, basic and advanced, connect together into a consistent whole.

    I also wanted this book to be practical and concise to fellow developers. As such, I assume you already have some programming experience, and we can talk about things like "how to declare a variable" and avoid a lengthy explanation "what even is a variable and what is its purpose". When covering the basics, I will give a brief description, and then move on, like this: a variable is a container for some value; the container has a name; the value it holds may change over time.

    I emphasize the word modern in modern Object Pascal. That’s because Pascal has evolved a lot, and it’s quite different from e.g. Turbo Pascal that many people learned in schools long time ago. Feature-wise, modern Pascal is 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.
  • For more reasoning about why use Pascal, see here.

    We also have an active ecosystem of tools and libraries. To name just a few:

  • Pascal has an 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, FreeBSD, macOS, Android, iOS, Nintendo Switch, WebGL).
  • 2. Basics

    2.1. "Hello world" program

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

    // Below is needed for console programs on Windows, // otherwise (with Delphi) the default is GUI program without console. {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    program MyProgram; 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.dpr` and execute `fpc myprogram.dpr`.
  • If you use Lazarus, create a new project (menu "Project → New Project → Simple Program"). Paste this as the program source code. Compile using the menu item "Run → Compile" (or use shortcut Ctrl + F9).
  • If you use Delphi, also create a new project (menu "File → New → Console Application - Delphi"). Paste this as the program source code. Compile using the menu item "Project → Compile" (or use shortcut Ctrl + F9).
  • This is a command-line program, so just run the compiled executable from the command-line.

    | Note | You can also run it from Lazarus or Delphi IDE using the "Run" menu item (shortcut F9 in both IDEs). In this case, note that the console will appear and disappear quickly. The simplest way to avoid it is to add Readln (wait for Enter) at the end of the application. | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    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") or Delphi ("File → New → Multi-Device Application"). Voila — a working GUI application, cross-platform, with native look everywhere, using a comfortable visual component library.

    The Pascal compilers come with lots of standard 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. Compilers and FPC "syntax modes"

    This book, all the text and Pascal examples, has been written to support two modern Pascal compilers:

    1. Free Pascal Compiler (FPC), open-source Pascal compiler, used also by the Lazarus IDE. 2. Delphi, a proprietary Pascal compiler from Embarcadero.

    In this book, we support fully both compilers.

    To complicate matters a bit, FPC compiler has multiple "syntax modes". In this book, we decided to show the ObjFpc syntax mode, which is recommended by the FPC developers and is the default for new Pascal projects created using Lazarus or Castle Game Engine. It’s a bit different from the Delphi syntax mode, which is most compatible with Pascal language as implemented by Delphi. We wrote a detailed comparison here.

    But you don’t want to read about these differences now, if you’re just starting to learn Pascal!

    The differences are minor, both between compilers and between FPC ObjFpc mode and Delphi mode. Just be aware you may see some `{$ifdef FPC} …​ {$endif}` clauses in the examples, that make the code valid for both FPC ObjFpc mode and Delphi. Using `{$ifdef FPC_OBJFPC} …​ {$endif}` in some of these cases would be more precise, but look even more complicated. If your project targets only one of these compilers, you can simplify your code, just pick the variant for your compiler and remove the `{$ifdef …​}`, `{$endif}` stuff.

    2.3. Functions, procedures, primitive types

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    program MyProgram;

    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;

    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;
    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.

    2.4. 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. 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;

    2.5. 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:

    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.

    2.6. 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;

    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.

    2.7. 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.

    | Note | 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. | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

    | Note | 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:

    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;

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

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}
    {$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 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.

    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`.
    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif} uses SysUtils, Generics.Collections; type TMyClass = class I, Square: Integer; end; TMyClassList = {$ifdef FPC}specialize{$endif} TObjectList<TMyClass>; var List: TMyClassList; 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:)

    2.9. 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

    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.

    2.10. 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`). * 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

    3.1. Overview

    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 for other units and programs, and then the implementation.

    unit MyUnit;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    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.

    A program can use a unit by a `uses` keyword:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    program MyProgram;

    uses MyUnit;

    begin WriteLn(MyFunction('Note: ')); MyProcedure(5); end.

    3.2. Extensions used for units and programs

    Save the unit file `MyUnit` as `myunit.pas`. That is, lowercase with `.pas` extension.

    | Note | Other conventions are possible. E.g. FPC allows other file extensions for units. And some people use .pp for unit files, like myunit.pp. Using a different case is also possible. On Windows file systems, the letter case doesn’t matter. But on Unix file systems is does matter and FPC allows only to use the exact same case as was specified in Pascal uses clause (so MyUnit.pas) or all lowercase (so myunit.pas). Since Pascal is case-insensitive, the first rule sometimes causes issues when people specify unit names with different case in different places. All in all, we recommend the simple above rule all lowercase, .pas extension for your projects. This matches the most common established practices and works with all compilers and file systems without issues. | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    Save the `program` to a file with:

  • `.dpr` extension (short for "Delphi Project"), if you want the project to be compatible with both FPC/Lazarus and Delphi,
  • `.lpr` extension (short for "Lazarus Project"), if you want to use only FPC/Lazarus.
  • | Note | Other conventions are possible and used by some projects. E.g. some projects use .pas for main program file. Some projects use .pp for units or programs. There are reasonable reasons for this (e.g. for FPC programs, that don’t use Lazarus LCL, neither description "Lazarus Project" nor "Delphi Project" are strictly correct)…​ But for the sake of simplicity, we recommend the above conventions (.dpr or .lpr), as they cover the most common established practices. | | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    3.3. Initialization and finalization

    A unit may also contain `initialization` and `finalization` sections. This is the code executed when the program starts and ends.

    unit initialization_finalization;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    interface

    implementation

    initialization WriteLn('Hello world!'); finalization WriteLn('Goodbye world!'); end.

    3.4. 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).

    unit AnotherUnit;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    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. } 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.

    3.5. 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.

    program showcolor;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    // 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; { 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:

    unit UnitUsingColors;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    // 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 implementation. The equivalent version of the above unit, where the error is obvious, looks like this:

    unit UnitUsingColors;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    // 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.

    unit UnitUsingColors;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    interface

    uses Graphics;

    procedure ShowColor(const Color: TColor);

    implementation

    uses GoogleMapsEngine;

    procedure ShowColor(const Color: Graphics.TColor); begin // WriteLn(ColorToString(Color)); end;

    end.

    3.6. 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.

    unit MyUnit;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    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

    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 Callbacks (aka events, aka pointers to functions, aka procedural variables)), but that looks quite dirty.

    The usual solution is to create trivial "wrapper" functions that simply call the functions from the internal unit, passing the parameters and return values as needed.

    To make this work with global variables, one can use global (unit-level) properties, see 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 Properties).
  • Actually, there are more possibilities, described in 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;

    4.2. Inheritance, virtual methods, override, reintroduce

    We have inheritance and virtual methods.

    In the example below, class `TMyClassDescendant` inherits from class `TMyClass`. The `TMyClassDescendant` is a descendant of `TMyClass`, and `TMyClass` is an ancestor of `TMyClassDescendant`.

    program MyProgram;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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); end; end.

    When a method is virtual it means that the compiler searches for the method implementation at runtime, based on the actual class of the instance. What does this mean in practice?

  • Run the above example unmodified. Note that the method `MyVirtualMethod` is virtual. The call `C.MyVirtualMethod` selects the appropriate implementation based on the actual class of the instance `C`. When `C` is of class `TMyClassDescendant`, the `TMyClassDescendant.MyVirtualMethod` implementation is called. Thus the output should be:
  • ``` TMyClass shows MyInt + 10: 10 TMyClassDescendant shows MyInt + 20: 20
    * Now modify the above example removing the `virtual;` and `override;` pieces. Both calls `C.MyVirtualMethod` will now call the implementation from `TMyClass`, because `C` is declared as `TMyClass`, so at compile-time all the compiler knows is that `C` is a `TMyClass`. The output will be:
    TMyClass shows MyInt + 10: 10 TMyClass shows MyInt + 10: 20 ``` In short, this is usually not what you want. You want virtual methods.

    By default methods are not virtual, declare them with `virtual` to make them so. Overrides must be marked with `override`, otherwise you will get a warning. To hide a method (declared in ancestor as `virtual`) without overriding it (usually you don’t want to do this, unless you know what you’re doing) use `reintroduce`.

    4.3. Classes and class instances, constructors, destructors

    Example in the section above shows a class called `TMyClass` (and another class called `TMyClassDescendant`). The class is a type, you can also think of it as a template. The class itself doesn’t hold any values — there is no memory reserved for the field `MyInt: Integer` declared in the example above.

    | Note | It is actually possible for a class to "hold values" by using class variables, but for now let’s forget about this possibility. Focus on simple classes that have only regular fields. | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

    To reserve memory for the fields, we need to create a class instance.

    Creating the class instance is done by invoking a constructor.

  • Constructor is a special kind of a method, using the keyword `constructor`.
  • Before invoking a constructor, a memory for the class instance is allocated, and then the constructor code is called.
  • You don’t need to define a constructor in all your classes. All classes implicitly descend from the `TObject` which has a parameter-less constructor called `Create`. So you always have a constructor, even if you didn’t define one.
  • But you can define a constructor in your class. It’s the best way to initialize a class instance. If you want to later depend that e.g. "initial value of field X is Y", then make it so (`X := Y;`) in the constructor.
  • Your own constructors are usually also called just `Create`. More details about naming constructors and destructors are in The virtual destructor called Destroy.
  • You invoke the constructor, allocating a class instance, like this:

    X := TMyClass.Create;

    You define your own constructor like this:

    type
      TMyClass = class
      public
        X: Integer;
        constructor Create;
      end;

    constructor TMyClass.Create; begin inherited Create; // Call the ancestor constructor // Initialization code here X := 123; end;

    Conversely, when a class is destroyed, a `destructor` is called.

  • It is again a special kind of a method, using the keyword `destructor`.
  • After invoking the destructor, a memory for the class instance is released. Accessing the fields of the destroyed instance is no longer allowed.
  • Again, you don’t need to define a destructor in all your classes. All classes implicitly descend from the `TObject` which has a parameter-less destructor called `Destroy`.
  • But you can define a destructor in your class. This is your last chance to do any "cleanup". E.g. maybe your class instance created some other class instances, internal, and now they need to be freed.
  • If you define one, there should be only one destructor, called `Destroy`, always with `override;`. More details why it should be so are in The virtual destructor called Destroy.
  • Here’s an example:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils;

    type TMyClass = class private InternalStuff: TObject; public constructor Create; destructor Destroy; override; end;

    constructor TMyClass.Create; begin inherited Create; // Call the ancestor constructor at the beginning InternalStuff := TObject.Create; Writeln('TMyClass.Create'); end;

    destructor TMyClass.Destroy; begin Writeln('TMyClass.Destroy'); FreeAndNil(InternalStuff); // will call InternalStuff.Destroy inherited Destroy; // Call the ancestor destructor at the end end;

    var C: TMyClass; begin C := TMyClass.Create; try // use C finally FreeAndNil(C); // will call C.Destroy end; end.

    4.4. Testing class (is), typecasting (as, TMyClass(X))

    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.

    program is_as;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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;

    { 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;

    4.5. Properties

    Properties are a very nice "syntactic 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
        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).

    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:)
  • | Note | 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. | | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    #### 4.5.1. 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).
  • 4.6. Exceptions - Quick Example

    We have exceptions. They can be caught with `try …​ except …​ end` clauses, and we have `finally` sections like `try …​ finally …​ end`.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    program MyProgram;

    uses SysUtils;

    type TMyClass = class 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 Exceptions chapter for more in-depth description of exceptions.

    4.7. 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 `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 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.

    4.8. Default ancestor

    If you don’t declare the ancestor type, every `class` inherits from `TObject`.

    4.9. 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.

    4.10. 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`.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils;

    type TMyClass1 = class procedure MyMethod; end;

    TMyClass2 = class(TMyClass1) procedure MyMethod; 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.
  • You can test it by commenting out 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:

    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`.

    | Tip | Go ahead, change the implementation of TMyClass2.MyOtherMethod above to use inherited MyMethod, and see the difference in the output. | | --- | ------------------------------------------------------------------------------------------------------------------------------------- |

    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.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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 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 common 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".

    | Tip | 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;

    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 of whether 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 non-virtual methods.

    4.11. 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:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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); begin Writeln('We have a fruit with class ', Fruit.ClassName); Writeln('We eat it:'); Fruit.Eat; end;

    var Apple: TApple; // Note: you could also 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

  • 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).
  • {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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 also 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 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.

    We advise to automatically detect memory leaks using:

  • FPC command-line options `-gl -gh`
  • Delphi `ReportMemoryLeaksOnShutdown := true`
  • Castle Game Engine `detect_memory_leaks="true"` in `CastleEngineManifest.xml`
  • See <https://castle-engine.io/memory%5Fleaks> for more information.

    | Note | You don’t need to free the instances of raised exceptions. Although you do create an instance when raising an exception (and it’s a perfectly normal class instance). 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;
    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`.

    | Note | 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.dpr. 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. Though note that using `FreeAndNil(A)` doesn’t guarantee this assertion, it only helps with this. 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 debugging 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;

    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);`.

    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 = {$ifdef FPC}specialize{$endif} 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, 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 Virtual methods, override and reintroduce.

    | Note | 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. 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;

    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 allow the code from outside of the class to set your reference, and the outside code can also free the instance at any time. This requires both classes to descend from `TComponent`. Using it in general boils down to calling `FreeNotification` , `RemoveFreeNotification`, and overriding `Notification`. 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; 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

    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%5Fcomponents> .

    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.

    * 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 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:'); 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"
    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 ... 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 of whether an exception occurred)

    Often you use `try .. finally .. end` construction to free an instance of some object, regardless of whether 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 always works, and does not cause memory leaks, even if `MyInstance.DoSomething` or `MyInstance.DoSomethingElse` raise an exception.

    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:

    // INCORRECT EXAMPLE: procedure MyProcedure; var MyInstance: TMyClass; begin try CallSomeOtherProcedure; MyInstance := TMyClass.Create; MyInstance.DoSomething; MyInstance.DoSomethingElse; finally FreeAndNil(MyInstance); end; end;
    The above example is not valid: if an exception occurs within `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; 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;

    | Note | 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. |
    | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------- |

    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) inside `A`. Which generally should 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.

    | Note | 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 of whether we have left the block through Exception, Exit, Continue, Break, etc.'); end; WriteLn('This will not happen'); end;
    See the 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 callbacks assigned to `OnXxx` properties of LCL components) will be captured and will result in a nice dialog message, that allows the user 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`.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Classes;

    var S: TStream; InputInt, OutputInt: Integer; begin InputInt := 666;

    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 `TCastleTextReader` class. It provides a line-oriented API, and wraps a `TStream` inside. The `TCastleTextReader` constructor can take a ready URL, or you can pass there your custom `TStream` source.
    Text := TCastleTextReader.Create('castle-data:/my_data.txt'); try while not Text.Eof do WriteLnLog('NextLine', Text.ReadLn); finally FreeAndNil(Text); end;
    Documentation of all the Castle Game Engine features to load and save streams, including the `Download` function and the `TCastleTextReader` class, is on <https://castle-engine.io/url> .

    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.

    TObjectDictionary

    A generic dictionary, that can "own" the keys and/or values.

    Here’s how to use a simple generic `TObjectList`:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Generics.Collections;

    type TApple = class Name: string; end;

    TAppleList = {$ifdef FPC}specialize{$endif} 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 a comparer for this. 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 the appropriate callback, and use `TComparer<T>.Construct` method to wrap this callback into an `IComparer` instance. An example of doing this is below:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    { If GENERICS_CONSTREF is defined, then various routines used with Generics.Collections (like callbacks we pass to TComparer, or OnNotify callback or Notify virtual method) should have "constref" parameter, not "const". This was the case in FPC <= 3.2.0. FPC changed constref->const in https://gitlab.com/freepascal.org/fpc/source/-/commit/693491048bf2c6f9122a0d8b044ad0e55382354d and the change is present in FPC fixes branch 3.2.3 and later 3.2.4(rc1). } {$ifdef VER3_0} {$define GENERICS_CONSTREF} {$endif} {$ifdef VER3_2_0} {$define GENERICS_CONSTREF} {$endif} {$ifdef VER3_2_2} {$define GENERICS_CONSTREF} {$endif}

    uses SysUtils, Generics.Defaults, Generics.Collections;

    type TApple = class Name: string; end;

    TAppleList = {$ifdef FPC}specialize{$endif} TObjectList<TApple>;

    function CompareApples( {$ifdef GENERICS_CONSTREF}constref{$else}const{$endif} Left, Right: TApple): Integer; begin Result := AnsiCompareStr(Left.Name, Right.Name); end;

    type TAppleComparer = {$ifdef FPC}specialize{$endif} 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({$ifdef FPC}@{$endif} CompareApples));

    Writeln('Count: ', L.Count); Writeln(L[0].Name); Writeln(L[1].Name); Writeln(L[2].Name); finally FreeAndNil(L) end; 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 using a dictionary:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Generics.Collections;

    type TApple = class Name: string; end;

    TAppleDictionary = {$ifdef FPC}specialize{$endif} TDictionary<String, TApple>;

    var Apples: TAppleDictionary; A, FoundA: TApple; ApplePair: {$ifdef FPC} TAppleDictionary.TDictionaryPair {$else} TPair<String, TApple> {$endif}; 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 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, like `fpc -gl -gh generics_object_dictionary.dpr`, to see that everything is freed when program exits.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Generics.Collections;

    type TApple = class Name: string; end;

    TAppleDictionary = {$ifdef FPC}specialize{$endif} TObjectDictionary<String, TApple>;

    var Apples: TAppleDictionary; A: TApple; ApplePair: {$ifdef FPC} TAppleDictionary.TDictionaryPair {$else} TPair<String, TApple> {$endif}; begin Apples := TAppleDictionary.Create([doOwnsValues]); try A := TApple.Create; A.Name := 'my apple'; Apples.AddOrSetValue('apple key 1', A);

    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 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 Generics.

    7.3. Cloning: TPersistent.Assign

    Copying the class instances by a simple assignment operator copies the reference.

    var X, Y: TMyObject; begin 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.
    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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;

    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); 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); begin if Source <> nil then Source.AssignTo(Self) else raise EConvertError... end;

    procedure TPersistent.AssignTo(Destination: TPersistent); begin raise EConvertError... end;

    | Note | 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`.
  • 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).
  • | Note | 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 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:
    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).
  • {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif} function Add(const A, B: Integer): Integer; begin Result := A + B; end; function Multiply(const A, B: Integer): Integer; begin Result := A * B; end; 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.
    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif} 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 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({$ifdef FPC}@{$endif} C.Add); WriteLn('1 + 2 + 3 ... + 10 = ', C.CurrentValue); C.ProcessTheList({$ifdef FPC}@{$endif} 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 Class methods as methods. ``` {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif} 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; class function TMyClass.Add(const A, B: Integer): Integer; begin Result := A + B; end; class function TMyClass.Multiply(const A, B: Integer): Integer; begin Result := A * B; end; var M: TMyMethod; begin {$ifdef FPC} // Unfortunately, this requires a bit of hack to work in FPC ObjFpc mode. M := @TMyClass(nil).Add; M := @TMyClass(nil).Multiply; {$else} M := TMyClass.Add; M := TMyClass.Multiply; {$endif} end.
    * A (possibly) local routine: declare with `is nested` at the end, and make sure to use `{$modeswitch nestedprocvars}` directive for the code. These go hand-in-hand with Local (nested) routines.

    8.3. Anonymous functions

    Delphi and new FPC versions (>= 3.3.1) support:

  • anonymous functions (define function implementation right when you assign it to a variable or pass as an argument),
  • and function references (a new type of "function callback" that can accept a wide range of function types, including global functions, methods and anonymous functions).
  • Example:

    { Example of Map, ForEach methods and processing list with anonymous functions. }

    {$ifdef FPC} {$ifdef VER3_2} {$message warn 'This code needs FPC >= 3.3.x'} begin end. {$endif} {$mode objfpc}{$H+}{$J-} {$modeswitch functionreferences} {$modeswitch anonymousfunctions} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Generics.Collections;

    type { Note about below TIntMapFunc and TIntMapProc definition, what to use?

    In short, use "reference to". You can assign to them anonymous functions reliably in both Delphi and FPC.

    With Delphi 12.1, only the "reference to" version will compile.

    With FPC 3.3.1, other variants will also compile. You can assign anonymous function to any of them. So if you only target FPC, you can decide which version to use based on what you want to assign to them aside from anonymous functions:

    - The 1st version (without "of object", without "reference to") allows to store a reference to a global function,

    - The 2nd (with "of object") allows to store a reference to a method of an object,

    - The 3rd (with "reference to") is the most universal, allows a lot of things -- see https://forum.lazarus.freepascal.org/index.php?topic=59468.0 . }

    TIntMapFunc = //function(const Index, Item: Integer): Integer; //function(const Index, Item: Integer): Integer of object; reference to function(const Index, Item: Integer): Integer; TIntMapProc = //procedure(const Index, Item: Integer); //procedure(const Index, Item: Integer) of object; reference to procedure(const Index, Item: Integer);

    TMyInts = class({$ifdef FPC}specialize{$endif} TList<Integer>) { Change every item in the list using AFunc. } procedure Map(const AFunc: TIntMapFunc); { Call AProc for every item in the list. } procedure ForEach(const AProc: TIntMapProc); end;

    procedure TMyInts.Map(const AFunc: TIntMapFunc); var Index: Integer; begin for Index := 0 to Count - 1 do Items[Index] := AFunc(Index, Items[Index]); end;

    procedure TMyInts.ForEach(const AProc: TIntMapProc); var Index: Integer; begin for Index := 0 to Count - 1 do AProc(Index, Items[Index]); end;

    var MyList: TMyInts; I: Integer; F: TIntMapFunc; begin MyList := TMyInts.Create; try for I := 0 to 10 do MyList.Add(I);

    F := function(const Index, Item: Integer): Integer begin Result := Item + 1; end; // effectively this increases all numbers on the list by 3 MyList.Map(F); MyList.Map(F); MyList.Map(F);

    // change all items to their squares MyList.Map(function(const Index, Item: Integer): Integer begin Result := Item * Item; end);

    // print all items MyList.ForEach(procedure(const Index, Item: Integer) begin WriteLn('Index: ', Index, ', Item: ', Item); WriteLn(' If we would process it by F: ', F(Index, Item)); end); finally FreeAndNil(MyList) end; end.

    More information:

  • Delphi documentation: <https://docwiki.embarcadero.com/RADStudio/Sydney/en/Anonymous%5FMethods%5Fin%5FDelphi>
  • FPC forum post: <https://forum.lazarus.freepascal.org/index.php/topic,59468.0.html>
  • FPC feature changelog: <https://wiki.freepascal.org/FPC%5FNew%5FFeatures%5FTrunk#Support%5Ffor%5FFunction%5FReferences%5Fand%5FAnonymous%5FFunctions>
  • To get FPC 3.3.1, we recommend to use FpcUpDeluxe: <https://castle-engine.io/fpcupdeluxe> .

    8.4. 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 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.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not allow addition on types that are generic parameters'} begin end. {$endif}

    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 = {$ifdef FPC}specialize{$endif} TMyCalculator<Single>; TMyStringCalculator = {$ifdef FPC}specialize{$endif} 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:
    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif} {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not support global generic functions'} begin end. {$endif}

    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); WriteLn('Min (''a'', ''b''): ', specialize Min<string>('a', 'b')); end.

    See also the Containers (lists, dictionaries) using generics about important standard classes using generics.

    8.5. 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.

    8.6. 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.

    unit PreprocessorStuff;

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    interface

    {$ifdef FPC} { This is only defined when compiled by FPC, not other compilers (like Delphi). } procedure Foo; {$endif}

    { 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

    {$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:
  • {$ifdef FPC} {$mode objfpc} {$H+} {$J-} {$modeswitch advancedrecords} {$ifdef VER2} {$message fatal 'This code can only be compiled using FPC version >= 3.0.'} {$endif} {$endif} ``` Now you can include this file using `{$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. Nevertheless, 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} ``` 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.

    8.7. Records

    A 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.

    {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$modeswitch advancedrecords}
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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; 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 implement 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:)
  • 8.8. Variant records and related concepts

    The concept variant may refer to 3 distinct (though, deep down related) things in Pascal:

    #### 8.8.1. Variant records

    Variant records allow to define a section at the end of your record where the same memory can be accessed by a few different names/types.

    This is described on <https://en.wikipedia.org/wiki/Tagged%5Funion> on Wikipedia. "Union" is more common name for this in other languages. See also <https://www.freepascal.org/docs-html/ref/refsu15.html> .

    Example:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    type TVector2 = packed record case Integer of 0: (X, Y: Single); 1: (Data: array [0..1] of Single); end;

    TVector3 = packed record case Integer of 0: (X, Y, Z: Single); 1: (Data: array [0..2] of Single); 2: (XY: TVector2); end;

    var V2: TVector2; V: TVector3; I: Integer; begin Writeln('Size of TVector2 is ', SizeOf(TVector2)); Writeln(' Should be equal to ', SizeOf(Single) * 2);

    Writeln('Size of TVector3 is ', SizeOf(TVector3)); Writeln(' Should be equal to ', SizeOf(Single) * 3);

    V.X := 1; V.Y := 2; V.Z := 3;

    for I := 0 to 2 do Writeln('V.Data[', I, '] is ', V.Data[I]:1:2);

    V2 := V.XY;

    for I := 0 to 1 do Writeln('V2.Data[', I, '] is ', V2.Data[I]:1:2); end.

    #### 8.8.2. Variant type

    `Variant` is a special type in Pascal that underneath can hold values of various types. Moreover, operators are defined to allow operating on them and converting their values at run-time.

    The effect is a bit similar to scripting programming languages with dynamic typing.

    Do not use them without consideration: things are a bit less safe (you don’t control types, conversions happen implicitly). Also there’s a small performance hit, since all operations need to check and synchronize the types at run-time.

    But sometimes it does make sense. Namely, when you have to process data that intrinsically indeed may have different types, and you only know those types at runtime. E.g. when you want to process result of SQL `select * from some_table` in a generic database viewer (not knowing table structure at compile-time).

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    uses Variants; var V1, V2, V3: Variant; begin V1 := 'My String'; V1 := 123; // V1 no longer holds String, it has Integer now V2 := 456.789; V3 := V1 + V2; // result is float Writeln('V3 = ', V3); end.

    | Note | Technically, Variant is realized using TVarData internal type, which is a record with variants. So these concepts are connected. But you should not need to know this, you should not use TVarData explicitly. | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

    #### 8.8.3. TVarRec in array of const

    When you use `array of const` special parameter type, it is passed as an array of `TVarRec`. See

  • `TVarRec` in FPC: <https://www.freepascal.org/docs-html/rtl/system/tvarrec.html>
  • `TVarRec` in Delphi: <https://docwiki.embarcadero.com/Libraries/Sydney/en/System.TVarRec>
  • This is useful to pass to a routine parameters of arbitrary (not known at compile-time) types. For example, to implement routines like standard `Format` (similar to `sprintf` in C) or Castle Game Game `WriteLnLog` / `WriteLnWarning`.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils;

    { Example function that concatenates all elements of an array of const into a String. } function GlueEverything(const MyArray: array of const): String; var I: Integer; begin Result := '';

    for I := 0 to High(MyArray) do begin // treat MyArray[I] as TVarRec, check for type and do something case MyArray[I].VType of vtInteger: begin Writeln('Integer: ', MyArray[I].VInteger); Result := Result + IntToStr(MyArray[I].VInteger) + ' '; end; vtAnsiString: begin Writeln('Ansi String (8-bit chars): ', AnsiString(MyArray[I].VAnsiString)); Result := Result + AnsiString(MyArray[I].VAnsiString) + ' '; end; vtUnicodeString: begin Writeln('Unicode String (16-bit chars): ', UnicodeString(MyArray[I].VUnicodeString)); Result := Result + UnicodeString(MyArray[I].VUnicodeString) + ' '; end; else Writeln('Something else, ignoring'); end; end; end;

    var S: String; begin S := GlueEverything([123, 'Hello', 'World', 456]); Writeln(S); end.

    8.9. 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.
  • 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.

    8.10. 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.

    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;

    8.11. Operator overloading

    You can override the meaning of many language operators, for example to allow addition and multiplication of your custom types.

    Both FPC and Delphi support overloading operators by defining `class operator` methods inside advanced records. Like this:

    {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$modeswitch advancedrecords}
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils;

    type TVector3 = record public X, Y, Z: Single; class operator {$ifdef FPC}+{$else}Add{$endif} (const A, B: TVector3): TVector3; class operator {$ifdef FPC}*{$else}Multiply{$endif} (const V: TVector3; const Scalar: Single): TVector3; function ToString: String; end;

    class operator TVector3.{$ifdef FPC}+{$else}Add{$endif} (const A, B: TVector3): TVector3; begin Result.X := A.X + B.X; Result.Y := A.Y + B.Y; Result.Z := A.Z + B.Z; end;

    class operator TVector3.{$ifdef FPC}*{$else}Multiply{$endif} (const V: TVector3; const Scalar: Single): TVector3; begin Result.X := V.X * Scalar; Result.Y := V.Y * Scalar; Result.Z := V.Z * Scalar; end;

    function TVector3.ToString: String; begin Result := Format('(%f, %f, %f)', [X, Y, Z]); end;

    var V1, V2: TVector3; begin V1.X := 1.0; V1.Y := 2.0; V1.Z := 3.0; V2.X := 4.0; V2.Y := 5.0; V2.Z := 6.0; WriteLn('V1: ', V1.ToString); WriteLn('V2: ', V2.ToString); WriteLn('V1 + V2: ', (V1 + V2).ToString); WriteLn('V1 10: ', (V1 10).ToString); end.

    | Note | With FPC, make sure to tell the compiler you use the "advanced records" feature by {$modeswitch advancedrecords}. | | ---- | ----------------------------------------------------------------------------------------------------------------- |

    Take a look at the documentation to learn all possible operators that can be overloaded:

  • FPC operator overloading
  • Delphi operator overloading
  • FPC supports also an alternative syntax to overload operators, by defining a global function like `operator*`. For example:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not support global operator overloading'} begin end. {$endif}

    uses StrUtils;

    operator* (const S: string; const A: Integer): string; begin Result := DupeString(S, A); end;

    begin WriteLn('bla' * 10); end.

    This approach (global `operator` functions) can be used to define 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.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not support global operator overloading'} begin end. {$endif}

    uses SysUtils;

    type TMyClass = class MyInt: Integer; end;

    operator* (const C1, C2: TMyClass): TMyClass; begin 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 using the global `operator` functions. This is usually easier than overloading them for classes, as the caller doesn’t have to deal then with memory management.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not support global operator overloading'} begin end. {$endif}

    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); end.

    However, for records, we don’t advise to use the global `operator` functions. Instead, use `{$modeswitch advancedrecords}` and override operators as `class operator` inside the record. Reasons:

  • This is compatible with Delphi.
  • This allows to use generic classes that depend on some operator’s existence (like `TFPGList`, that depends on the 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>`.
  • {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$modeswitch advancedrecords}
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    {$ifndef FPC} {$message warn 'Delphi does not have FGL unit'} begin end. {$endif}

    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 = {$ifdef FPC}specialize{$endif} 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);

    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
            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 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 Class references.

    The class methods can also be limited by the 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; 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;

    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 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;

    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:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}

    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 := {$ifdef FPC} @TMyClass(nil).Foo {$else} TMyClass.Foo {$endif}; end.

    | Note | In the Delphi mode you would be able to write TMyClass.Foo instead of an ugly TMyClass(nil).Foo in the example above. Admittedly, the TMyClass.Foo looks much more elegant, 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. | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    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:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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 similar to a regular property (see Properties), but all classes access (read and write) the same value. For a class property, you can 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. 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 Static class methods.

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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 `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;

    | Note | The more general concept is "type helper". Using them you can add methods even to primitive types, like integers or enums. You can also add "record helpers" to (you guessed it…​) records. See <http://lists.freepascal.org/fpc-announce/2013-February/000587.html> . | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    9.8. Should constructors and destructors be virtual?

    The answer is actually different for constructors and destructors, and it also depends on whether you are using `TObject` or `TComponent` as the ancestor class.

    #### 9.8.1. Destructors

    There is only one destructor in a class. It’s name is always `Destroy`, it is virtual (since you can call it without knowing the exact class at compile-time) and parameter-less. Define it like this:

    type
      TMyClass = class(TObject)
      public
        destructor Destroy; override;
      end;

    destructor TMyClass.Destroy; begin // Cleanup code here inherited; // Call the ancestor destructor end;

    While in theory it is possible to deviate from this approach, and define additional destructors with different names, we don’t recommend it. A single destructor should be capable of cleaning up the instance (regardless of how it was created), this is obvious to developers and this way `Free` and `FreeAndNil` can be used reliably (they will both indirectly call the `Destroy` method).

    #### 9.8.2. Constructors

    Constructor name is by convention `Create`.

    In the base `TObject` class there is one simple constructor, without any parameters, called `Create`. It is not virtual. When creating descendants you’re free to define your own constructor(s) with any parameters you want. The new constructor will hide the constructor in the ancestor (though see below for some warnings about this "hiding"). If you don’t have a good reason to make the constructor virtual in descendants, don’t do it, it is not necessary.

    For example, you can define a constructor like this:

    type
      TMyClass = class(TObject)
      public
        constructor Create(AValue: Integer; const AName: String);
      end;

    constructor TMyClass.Create(AValue: Integer; const AName: String); begin inherited Create; // Call the ancestor constructor // Initialization code here end;

    Multiple constructors can be defined, using overloading (multiple constructors with the same name but with different parameters) and/or just inventing a new name for the constructor, like `TMyClass.CreateFromJson(const JsonFileName: String)`. It’s a useful convention to start all constructor names with `Create`.

    When creating a class, the correct constructor is called, since you explicitly indicate the constructor name and parameters when creating an instance, like this:

    X1 := TMyClass.CreateFromJson('myfile.json');
    X2 := TMyClass.Create(10, 'hello');

    | Warning | If you define a constructor with a different name, like CreateFromJson, you usually also want to define a constructor with the standard name Create in the same class. Otherwise, the user can still access the ancestor constructor Create, thus creating an instance of your class without using your custom constructor at all. This is usually not what the developer intended. | | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    | Warning | For a similar reason, be careful when using overload (Delphi way of overloading, that doesn’t completely hide the ancestor constructor). If you didn’t redefine all ancestor constructors, then the user can still use the ancestor constructor (thus, create an instance of your new class without calling any of your constructors). | | ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

    The `TComponent` standard class has a virtual constructor declared like this: `constructor Create(AOwner: TComponent); virtual;`. Using virtual constructor is necessary for the streaming functionality of `TComponent`, to create a class without knowing its type at compile time (see Class references for explanation). In the `TComponent` descendants, you should override it.

    For example, this is how you can define a constructor in a `TComponent` descendant. Note that we cannot take additional parameters in this case (e.g. to take initial value for property `MyInt`), because we need to keep the same signature as in the ancestor class. Any customization will have to be done by developer by setting properties or calling other methods after the instance is created.

    type
      TMyComponent = class(TComponent)
      private
        FMyInt: Integer;
      public
        constructor Create(AOwner: TComponent); override;
        property MyInt: Integer read FMyInt write FMyInt;
      end;

    constructor TMyComponent.Create(AOwner: TComponent); begin inherited Create(AOwner); // Call the ancestor constructor FMyInt := 0; // Default value end;

    Some other classes, also in your own code, may have virtual constructors (to enable streaming them or just creating them using class references). In such cases, the constructor in descendants should generally use the same parameters and be declared with `override` (unless you really know what’s going on, i.e. you understand why ancestor constructor was virtual and this reason doesn’t apply to your descendant class).

    9.9. An exception in constructor

    What happens if an exception happens during a constructor? The line

    X := TMyClass.Create;

    does not finish execution in this case, variable `X` is not assigned, so who will clean up after a partially-constructed class?

    The solution of Object Pascal is that, if 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`.

    A helpful property we can use to write robust destructors (that can handle half-created instances) is 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. The strategy for writing a robust destructor is thus: "be prepared that any field may still be zero, and handle it without errors".

    In effect, the code below works without any memory leaks, even though constructor execution is interrupted, leaving only `Gun1` but not `Gun2` created:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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.

    10. 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. By convention, we start interface type names with letter `I`, like `IMyInterface`.

    You can cast a class to any interface it implements, 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.

    {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$interfaces corba} // See below why we recommend CORBA interfaces
    {$else}
      {$message warn 'Delphi does not support CORBA interfaces, only COM, that change how memory is managed. This example is not valid in Delphi.'}
      begin end.
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    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 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.

    10.1. 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. 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.

    To make inserting GUIDs easier, you can use Lazarus GUID generator (`Ctrl + Shift + G` shortcut in the editor). Alternatively, you can use `uuidgen` program on Unix or 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:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils; var MyGuid: TGUID; begin Randomize; CreateGUID(MyGuid); WriteLn('[''' + GUIDToString(MyGuid) + ''']'); end.

    10.2. Typecasting interfaces

    Suppose we have a procedure with the following signature:

    procedure UseThroughInterface(I: IMyInterface);

    When calling it with a variable `InterfacedVariable` which is not exactly of type `IMyInterface`, we have to typecast. There are a couple of options to choose from:

    1. Casting using the `as` operator: ``` UseThroughInterface(InterfacedVariable as IMyInterface); ``` If executed, it would make a run-time check and raise an exception if `InterfacedVariable` does not implement `IMyInterface`. Using `as` operator works consistently regardless of whether `InterfacedVariable` is declared as a class instance (like `TSomeClass`) or interface (like `ISomeInterface`). However, casting an interface to another interface this way is not allowed under `{$interfaces corba}` \- we will cover that topic later. 2. Explicit typecasting: ``` UseThroughInterface(IMyInterface(InterfacedVariable)); ``` 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 `InterfacedVariable` is declared as a class (like `TSomeClass`), 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. 3. Implicit typecasting: ``` UseThroughInterface(InterfacedVariable); ``` In this case, the typecast must be valid at compile-time. This will compile only if the type of `InterfacedVariable` (either class or an interface) is implementing `IMyInterface`. In essence, this typecast looks and works just like for regular classes. Wherever an instance of a class `TSomeClass` is required, you can always use a variable there that is declared with a class of `TSomeClass`, or `TSomeClass` descendant. The same rule applies to interfaces. No need for any explicit typecast in such situations.

    To test it all, play around with this example code:

    {$ifdef FPC} {$mode objfpc}{$H+}{$J-} {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    // {$interfaces corba} // note that "as" typecasts will not compile with CORBA interfaces

    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) ['{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 MyInterface: IMyInterface; MyClass: TMyClass; begin MyInterface := TMyClass2.Create(nil); MyClass := TMyClass2.Create(nil);

    // This doesn't compile, since at compile-time it's unknown if MyInterface is IMyInterface2. // UseInterface2(MyInterface); // UseInterface2(MyClass);

    // This compiles and works OK. UseInterface2(IMyInterface2(MyInterface)); // This does not compile. Casting InterfaceType(ClassType) is checked at compile-time. // UseInterface2(IMyInterface2(MyClass));

    // This compiles and works OK. UseInterface2(MyInterface as IMyInterface2); // This compiles and works OK. UseInterface2(MyClass as IMyInterface2);

    // This compiles, but will fail at runtime, with ugly "Access violation". // UseInterface3(IMyInterface3(MyInterface)); // 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(MyInterface as IMyInterface3); // This compiles, but will fail at runtime, with nice "EInvalidCast: Invalid type cast". // UseInterface3(MyClass as IMyInterface3);

    Writeln('Finished'); end.

    10.3. CORBA and COM types of interfaces

    | Note | This section is only relevant for FPC. Delphi has only COM interfaces. | | ---- | ------------------------------------------------------------------------ |

    Why are the interfaces (presented above) called "CORBA"?

    Because these types of interfaces can be used together with the CORBA (Common Object Request Broker Architecture) technology (see wikipedia about CORBA).

    But they are not really tied to the CORBA technology.

    The name CORBA is perhaps unfortunate. A better name would be bare interfaces. The point of these interfaces is that they are a "pure language feature". Use them when you want to cast various classes as the same interface, because they share a common API, and you don’t want other features (like reference-counting or COM integration).

    How do these compare with other programming languages?

    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>).

    Although the Java and C# languages have garbage collection, so comparison is somewhat flawed, regardless of whether you compare with CORBA or COM interfaces. In our experience, the CORBA interfaces in Pascal are similar to Java and C# interfaces in the way they are used. That is, you use CORBA interfaces when you want unrelated (not descending from each other) classes to share a common API and you don’t want anything else to change.

    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.
  • 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 about this 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.

    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), 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 to 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 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:

    {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$interfaces com}
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Classes;

    type 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; C3 := TMyClass3.Create; try UseThroughInterface(C1); // no need to use "as" operator UseThroughInterface(C2); if Supports(C3, 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

    As mentioned in the previous section, your class can descend 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.

    {$ifdef FPC}
      {$mode objfpc}{$H+}{$J-}
      {$interfaces com}
    {$endif}
    {$ifdef MSWINDOWS} {$apptype CONSOLE} {$endif}

    uses SysUtils, Classes;

    type IMyInterface = interface ['{3075FFCD-8EFB-4E98-B157-261448B8D92E}'] procedure Shoot; 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 // In FPC, you could also check using "is", like: //if C1 is IMyInterface then ...

    if Supports(C1, IMyInterface) then UseThroughInterface(C1 as IMyInterface); if Supports(C2, IMyInterface) then UseThroughInterface(C2 as IMyInterface); if Supports(C3, 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.

    11. About this document

    Copyright Michalis Kamburelis.

    The source code of this document is in AsciiDoc on <https://github.com/modern-pascal/modern-pascal-introduction>. Suggestions for corrections and additions, and patches and pull requests, are always very welcome:) You can reach me through GitHub or email michalis@castle-engine.io. 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!

---

To improve this documentation just edit this page and create a pull request to cge-www repository.

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