That is a good first determination of how things work in SkookumScript. The C++ examples would be more complicated with a heap memory based object rather than a simple Integer of course.
Here are some additional notes.
!a: 8 with more recent C++ is closer to
auto a = 8; which also infers the type.
!a : Integer!
If you don't initially bind a variable to a value it is set to
nil with class type
None. You can always bind a variable to a new class type later - the parser will keep track and know its new type from that point on.
!a // bound to nil/None
a: Integer! // rebound to 0/Integer
// It is often easier to just use a literal than a default
// constructor if a class has literals as an option
a: 0 // Simpler than a: Integer!
Integer!copy(8) is a common pattern, it also has some syntactical sugar shorthand in SkookumScript with what is called an instantiation expression:
Integer class is inferred from the type of
!copy() is inferred by default since copy constructors are so common. So
! following an expression will make a copy of the object.
So the example can be more simply written
a: 8! though in practice there is no point in making a copy of a literal since evaluating a literal always makes a new object in the first place.
a: num! would make a copy of
num and bind it to
When SkookumScript encounters the pattern
- first it looks to see if there is a constructor
ObjClass!name() and if so calls
- if no such constructor exists, it looks for a method
name() then it assumes you want to make a copy of the original object and then call the found method on it:
// These are all equivalent:
So for example,
str.uppercase will convert the original string object to uppercase whereas
str!uppercase will first make a copy of the string object and then uppercase that object
String!copy(str).uppercase. If there was a constructor with the name
String!uppercase() it would be called instead
String!uppercase(str). In both cases, it is much more handy to just use
// These are all equivalent:
The general idea behind the exclamation
! symbol in SkookumScript is make something new.
Notes on Type Conversion
Type conversion can be inferred if the desired type is known to the SkookumScript parser.
// min() takes a Real so full >>Real is not necessary
// Basically means "do whatever conversion that makes sense".
!b : 2.0.min(a>>)
Here are some more notes on conversions.
Note that this are converting
>> an object from one class type to another, not casting
<> from one type to another.
// Say you have an object that could be of several possible types
// a is type <Integer|String>
!a: test?  else ["hello"]
if a.class = String
a.uppercase // Error: could be an Integer or a String
a<>String.uppercase // Tell the compiler you know it is a String
// Cast type can also be inferred if the parser knows the desired type
"hey" + a<> // Same as "hey" + a<>String
Notes on second section
!a: 4 !b: 0.0
b := a // Type error: Integer is not a Real
b := a>> // Tell parser explicitly to convert `a` and copy to the contents of `b`
// discard original 0.0 object and have memory address of `b` point to same object
// (and memory) as `a`. So now `a` and `b` refer to the exact same Integer 4 object.
// The somewhat equivalent C++ would be something like this:
// (not that this would be valid and ignoring some type issues)
a.increment_reference(); // increment reference count
b.decrement_reference(); // decrement reference count
&b = &a; // copy address of `a` to `b`
Notes on third section: accessing values
Not sure what you mean by "only" here.
If the BP class script class equivalent has variables defined in SkookumScript, you can also access them in scripts.
Are there other variables that you expect to access in some way and cannot?
Notes on fifth section: initializing classes
Looks all good. Only extra note is that the commas are optional - you can just use whitespace. SkookumScript style convention is to use whitespace though use whatever you find most readable in a given situation.
Thanks for diving in!
All of this will eventually be more fully detailed in the online docs which we are expanding right now.
Until then, keep on pestering us on the forum and we will fill in any blanks and try to give additional clarity.