Array
A built-in data structure that holds a sequence of elements.
Description
An array data structure that can contain a sequence of elements of any Variant type. Elements are accessed by a numerical index starting at 0. Negative indices are used to count from the back (-1 is the last element, -2 is the second to last, etc.).
Example:
GDScriptC#
var array = ["First", 2, 3, "Last"]
print(array[0]) # Prints "First"
print(array[2]) # Prints 3
print(array[-1]) # Prints "Last"
array[1] = "Second"
print(array[1]) # Prints "Second"
print(array[-3]) # Prints "Second"
var array = new Godot.Collections.Array{"First", 2, 3, "Last"};
GD.Print(array[0]); // Prints "First"
GD.Print(array[2]); // Prints 3
GD.Print(array[array.Count - 1]); // Prints "Last"
array[2] = "Second";
GD.Print(array[1]); // Prints "Second"
GD.Print(array[array.Count - 3]); // Prints "Second"
Note: Arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use duplicate.
Note: Erasing elements while iterating over arrays is not supported and will result in unpredictable behavior.
Differences between packed arrays, typed arrays, and untyped arrays: Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. PackedInt64Array versus Array[int]
). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don’t offer as many convenience methods such as map. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Constructors
Array() | |
Array(base: Array, type: int, class_name: StringName, script: Variant) | |
Array(from: PackedByteArray) | |
Array(from: PackedColorArray) | |
Array(from: PackedFloat32Array) | |
Array(from: PackedFloat64Array) | |
Array(from: PackedInt32Array) | |
Array(from: PackedInt64Array) | |
Array(from: PackedStringArray) | |
Array(from: PackedVector2Array) | |
Array(from: PackedVector3Array) | |
Array(from: PackedVector4Array) |
Methods
void | |
void | append_array(array: Array) |
void | |
back() const | |
bsearch_custom(value: Variant, func: Callable, before: bool = true) const | |
void | clear() |
void | |
void | |
front() const | |
get_typed_builtin() const | |
get_typed_class_name() const | |
get_typed_script() const | |
hash() const | |
is_empty() const | |
is_read_only() const | |
is_same_typed(array: Array) const | |
is_typed() const | |
void | |
max() const | |
min() const | |
pick_random() const | |
pop_back() | |
void | |
void | push_front(value: Variant) |
void | |
void | reverse() |
void | shuffle() |
size() const | |
slice(begin: int, end: int = 2147483647, step: int = 1, deep: bool = false) const | |
void | sort() |
void | sort_custom(func: Callable) |
Operators
operator !=(right: Array) | |
operator +(right: Array) | |
operator <(right: Array) | |
operator <=(right: Array) | |
operator ==(right: Array) | |
operator >(right: Array) | |
operator >=(right: Array) | |
operator [](index: int) |
Constructor Descriptions
Constructs an empty Array.
Array Array(base: Array, type: int, class_name: StringName, script: Variant)
Creates a typed array from the base
array. A typed array can only contain elements of the given type, or that inherit from the given class, as described by this constructor’s parameters:
type
is the built-in Variant type, as one the Variant.Type constants.class_name
is the built-in class name (see Object.get_class).script
is the associated script. It must be a Script instance ornull
.
If type
is not @GlobalScope.TYPE_OBJECT, class_name
must be an empty StringName and script
must be null
.
class_name Sword
extends Node
class Stats:
pass
func _ready():
var a = Array([], TYPE_INT, "", null) # Array[int]
var b = Array([], TYPE_OBJECT, "Node", null) # Array[Node]
var c = Array([], TYPE_OBJECT, "Node", Sword) # Array[Sword]
var d = Array([], TYPE_OBJECT, "RefCounted", Stats) # Array[Stats]
The base
array’s elements are converted when necessary. If this is not possible or base
is already typed, this constructor fails and returns an empty Array.
In GDScript, this constructor is usually not necessary, as it is possible to create a typed array through static typing:
var numbers: Array[float] = []
var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]
var integers: Array[int] = [0.2, 4.5, -2.0]
print(integers) # Prints [0, 4, -2]
Returns the same array as from
. If you need a copy of the array, use duplicate.
Array Array(from: PackedByteArray)
Constructs an array from a PackedByteArray.
Array Array(from: PackedColorArray)
Constructs an array from a PackedColorArray.
Array Array(from: PackedFloat32Array)
Constructs an array from a PackedFloat32Array.
Array Array(from: PackedFloat64Array)
Constructs an array from a PackedFloat64Array.
Array Array(from: PackedInt32Array)
Constructs an array from a PackedInt32Array.
Array Array(from: PackedInt64Array)
Constructs an array from a PackedInt64Array.
Array Array(from: PackedStringArray)
Constructs an array from a PackedStringArray.
Array Array(from: PackedVector2Array)
Constructs an array from a PackedVector2Array.
Array Array(from: PackedVector3Array)
Constructs an array from a PackedVector3Array.
Array Array(from: PackedVector4Array)
Constructs an array from a PackedVector4Array.
Method Descriptions
bool all(method: Callable) const 🔗
Calls the given Callable on each element in the array and returns true
if the Callable returns true
for all elements in the array. If the Callable returns false
for one array element or more, this method returns false
.
The method
should take one Variant parameter (the current array element) and return a bool.
GDScriptC#
func greater_than_5(number):
return number > 5
func _ready():
print([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements evaluate to true).
print([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements evaluate to true).
print([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements evaluate to true).
print([].all(greater_than_5)) # Prints true (0/0 elements evaluate to true).
# Same as the first line above, but using a lambda function.
print([6, 10, 6].all(func(element): return element > 5)) # Prints true
private static bool GreaterThan5(int number)
{
return number > 5;
}
public override void _Ready()
{
// Prints true (3/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(GreaterThan5));
// Prints false (1/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }.All(GreaterThan5));
// Prints false (0/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5));
// Prints true (0/0 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));
// Same as the first line above, but using a lambda function.
GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => element > 5)); // Prints true
}
See also any, filter, map and reduce.
Note: Unlike relying on the size of an array returned by filter, this method will return as early as possible to improve performance (especially with large arrays).
Note: For an empty array, this method always returns true
.
bool any(method: Callable) const 🔗
Calls the given Callable on each element in the array and returns true
if the Callable returns true
for one or more elements in the array. If the Callable returns false
for all elements in the array, this method returns false
.
The method
should take one Variant parameter (the current array element) and return a bool.
func greater_than_5(number):
return number > 5
func _ready():
print([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate to true).
print([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate to true).
print([4, 4, 4].any(greater_than_5)) # Prints false (0 elements evaluate to true).
print([].any(greater_than_5)) # Prints false (0 elements evaluate to true).
# Same as the first line above, but using a lambda function.
print([6, 10, 6].any(func(number): return number > 5)) # Prints true
See also all, filter, map and reduce.
Note: Unlike relying on the size of an array returned by filter, this method will return as early as possible to improve performance (especially with large arrays).
Note: For an empty array, this method always returns false
.
Appends value
at the end of the array (alias of push_back).
void append_array(array: Array) 🔗
Appends another array
at the end of this array.
var numbers = [1, 2, 3]
var extra = [4, 5, 6]
numbers.append_array(extra)
print(numbers) # Prints [1, 2, 3, 4, 5, 6]
Assigns elements of another array
into the array. Resizes the array to match array
. Performs type conversions if the array is typed.
Returns the last element of the array. If the array is empty, fails and returns null
. See also front.
Note: Unlike with the []
operator (array[-1]
), an error is generated without stopping project execution.
int bsearch(value: Variant, before: bool = true) const 🔗
Returns the index of value
in the sorted array. If it cannot be found, returns where value
should be inserted to keep the array sorted. The algorithm used is binary search.
If before
is true
(as by default), the returned index comes before all existing elements equal to value
in the array.
var numbers = [2, 4, 8, 10]
var idx = numbers.bsearch(7)
numbers.insert(idx, 7)
print(numbers) # Prints [2, 4, 7, 8, 10]
var fruits = ["Apple", "Lemon", "Lemon", "Orange"]
print(fruits.bsearch("Lemon", true)) # Prints 1, points at the first "Lemon".
print(fruits.bsearch("Lemon", false)) # Prints 3, points at "Orange".
Note: Calling bsearch on an unsorted array will result in unexpected behavior. Use sort before calling this method.
int bsearch_custom(value: Variant, func: Callable, before: bool = true) const 🔗
Returns the index of value
in the sorted array. If it cannot be found, returns where value
should be inserted to keep the array sorted (using func
for the comparisons). The algorithm used is binary search.
Similar to sort_custom, func
is called as many times as necessary, receiving one array element and value
as arguments. The function should return true
if the array element should be behind value
, otherwise it should return false
.
If before
is true
(as by default), the returned index comes before all existing elements equal to value
in the array.
func sort_by_amount(a, b):
if a[1] < b[1]:
return true
return false
func _ready():
var my_items = [["Tomato", 2], ["Kiwi", 5], ["Rice", 9]]
var apple = ["Apple", 5]
# "Apple" is inserted before "Kiwi".
my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), apple)
var banana = ["Banana", 5]
# "Banana" is inserted after "Kiwi".
my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), banana)
# Prints [["Tomato", 2], ["Apple", 5], ["Kiwi", 5], ["Banana", 5], ["Rice", 9]]
print(my_items)
Note: Calling bsearch_custom on an unsorted array will result in unexpected behavior. Use sort_custom with func
before calling this method.
void clear() 🔗
Removes all elements from the array. This is equivalent to using resize with a size of 0
.
int count(value: Variant) const 🔗
Returns the number of times an element is in the array.
Array duplicate(deep: bool = false) const 🔗
Returns a new copy of the array.
By default, a shallow copy is returned: all nested Array and Dictionary elements are shared with the original array. Modifying them in one array will also affect them in the other.
If deep
is true
, a deep copy is returned: all nested arrays and dictionaries are also duplicated (recursively).
Finds and removes the first occurrence of value
from the array. If value
does not exist in the array, nothing happens. To remove an element by index, use remove_at instead.
Note: This method shifts every element’s index after the removed value
back, which may have a noticeable performance cost, especially on larger arrays.
Note: Erasing elements while iterating over arrays is not supported and will result in unpredictable behavior.
Assigns the given value
to all elements in the array.
This method can often be combined with resize to create an array with a given size and initialized elements:
GDScriptC#
var array = []
array.resize(5)
array.fill(2)
print(array) # Prints [2, 2, 2, 2, 2]
var array = new Godot.Collections.Array();
array.Resize(5);
array.Fill(2);
GD.Print(array); // Prints [2, 2, 2, 2, 2]
Note: If value
is a Variant passed by reference (Object-derived, Array, Dictionary, etc.), the array will be filled with references to the same value
, which are not duplicates.
Array filter(method: Callable) const 🔗
Calls the given Callable on each element in the array and returns a new, filtered Array.
The method
receives one of the array elements as an argument, and should return true
to add the element to the filtered array, or false
to exclude it.
func is_even(number):
return number % 2 == 0
func _ready():
print([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]
# Same as above, but using a lambda function.
print([1, 4, 5, 8].filter(func(number): return number % 2 == 0))
See also any, all, map and reduce.
int find(what: Variant, from: int = 0) const 🔗
Returns the index of the first occurrence of what
in this array, or -1
if there are none. The search’s start can be specified with from
, continuing to the end of the array.
Note: If you just want to know whether the array contains what
, use has (Contains
in C#). In GDScript, you may also use the in
operator.
Note: For performance reasons, the search is affected by what
‘s Variant.Type. For example, 7
(int) and 7.0
(float) are not considered equal for this method.
Returns the first element of the array. If the array is empty, fails and returns null
. See also back.
Note: Unlike with the []
operator (array[0]
), an error is generated without stopping project execution.
int get_typed_builtin() const 🔗
Returns the built-in Variant type of the typed array as a Variant.Type constant. If the array is not typed, returns @GlobalScope.TYPE_NIL. See also is_typed.
StringName get_typed_class_name() const 🔗
Returns the built-in class name of the typed array, if the built-in Variant type @GlobalScope.TYPE_OBJECT. Otherwise, returns an empty StringName. See also is_typed and Object.get_class.
Variant get_typed_script() const 🔗
Returns the Script instance associated with this typed array, or null
if it does not exist. See also is_typed.
bool has(value: Variant) const 🔗
Returns true
if the array contains the given value
.
GDScriptC#
print(["inside", 7].has("inside")) # Prints true
print(["inside", 7].has("outside")) # Prints false
print(["inside", 7].has(7)) # Prints true
print(["inside", 7].has("7")) # Prints false
var arr = new Godot.Collections.Array { "inside", 7 };
// By C# convention, this method is renamed to `Contains`.
GD.Print(arr.Contains("inside")); // Prints true
GD.Print(arr.Contains("outside")); // Prints false
GD.Print(arr.Contains(7)); // Prints true
GD.Print(arr.Contains("7")); // Prints false
In GDScript, this is equivalent to the in
operator:
if 4 in [2, 4, 6, 8]:
print("4 is here!") # Will be printed.
Note: For performance reasons, the search is affected by the value
‘s Variant.Type. For example, 7
(int) and 7.0
(float) are not considered equal for this method.
Returns a hashed 32-bit integer value representing the array and its contents.
Note: Arrays with equal hash values are not guaranteed to be the same, as a result of hash collisions. On the countrary, arrays with different hash values are guaranteed to be different.
int insert(position: int, value: Variant) 🔗
Inserts a new element (value
) at a given index (position
) in the array. position
should be between 0
and the array’s size.
Returns @GlobalScope.OK on success, or one of the other Error constants if this method fails.
Note: Every element’s index after position
needs to be shifted forward, which may have a noticeable performance cost, especially on larger arrays.
Returns true
if the array is empty ([]
). See also size.
Returns true
if the array is read-only. See make_read_only.
In GDScript, arrays are automatically read-only if declared with the const
keyword.
bool is_same_typed(array: Array) const 🔗
Returns true
if this array is typed the same as the given array
. See also is_typed.
Returns true
if the array is typed. Typed arrays can only contain elements of a specific type, as defined by the typed array constructor. The methods of a typed array are still expected to return a generic Variant.
In GDScript, it is possible to define a typed array with static typing:
var numbers: Array[float] = [0.2, 4.2, -2.0]
print(numbers.is_typed()) # Prints true
void make_read_only() 🔗
Makes the array read-only. The array’s elements cannot be overridden with different values, and their order cannot change. Does not apply to nested elements, such as dictionaries.
In GDScript, arrays are automatically read-only if declared with the const
keyword.
Array map(method: Callable) const 🔗
Calls the given Callable for each element in the array and returns a new array filled with values returned by the method
.
The method
should take one Variant parameter (the current array element) and can return any Variant.
func double(number):
return number * 2
func _ready():
print([1, 2, 3].map(double)) # Prints [2, 4, 6]
# Same as above, but using a lambda function.
print([1, 2, 3].map(func(element): return element * 2))
See also filter, reduce, any and all.
Returns the maximum value contained in the array, if all elements can be compared. Otherwise, returns null
. See also min.
To find the maximum value using a custom comparator, you can use reduce.
Returns the minimum value contained in the array, if all elements can be compared. Otherwise, returns null
. See also max.
Returns a random element from the array. Generates an error and returns null
if the array is empty.
GDScriptC#
# May print 1, 2, 3.25, or "Hi".
print([1, 2, 3.25, "Hi"].pick_random())
var array = new Godot.Collections.Array { 1, 2, 3.25f, "Hi" };
GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or "Hi".
Note: Like many similar functions in the engine (such as @GlobalScope.randi or shuffle), this method uses a common, global random seed. To get a predictable outcome from this method, see @GlobalScope.seed.
Variant pop_at(position: int) 🔗
Removes and returns the element of the array at index position
. If negative, position
is considered relative to the end of the array. Returns null
if the array is empty. If position
is out of bounds, an error message is also generated.
Note: This method shifts every element’s index after position
back, which may have a noticeable performance cost, especially on larger arrays.
Removes and returns the last element of the array. Returns null
if the array is empty, without generating an error. See also pop_front.
Removes and returns the first element of the array. Returns null
if the array is empty, without generating an error. See also pop_back.
Note: This method shifts every other element’s index back, which may have a noticeable performance cost, especially on larger arrays.
void push_back(value: Variant) 🔗
Appends an element at the end of the array. See also push_front.
void push_front(value: Variant) 🔗
Adds an element at the beginning of the array. See also push_back.
Note: This method shifts every other element’s index forward, which may have a noticeable performance cost, especially on larger arrays.
Variant reduce(method: Callable, accum: Variant = null) const 🔗
Calls the given Callable for each element in array, accumulates the result in accum
, then returns it.
The method
takes two arguments: the current value of accum
and the current array element. If accum
is null
(as by default), the iteration will start from the second element, with the first one used as initial value of accum
.
func sum(accum, number):
return accum + number
func _ready():
print([1, 2, 3].reduce(sum, 0)) # Prints 6
print([1, 2, 3].reduce(sum, 10)) # Prints 16
# Same as above, but using a lambda function.
print([1, 2, 3].reduce(func(accum, number): return accum + number, 10))
If max is not desirable, this method may also be used to implement a custom comparator:
func _ready():
var arr = [Vector2(5, 0), Vector2(3, 4), Vector2(1, 2)]
var longest_vec = arr.reduce(func(max, vec): return vec if is_length_greater(vec, max) else max)
print(longest_vec) # Prints Vector2(3, 4).
func is_length_greater(a, b):
return a.length() > b.length()
See also map, filter, any and all.
void remove_at(position: int) 🔗
Removes the element from the array at the given index (position
). If the index is out of bounds, this method fails.
If you need to return the removed element, use pop_at. To remove an element by value, use erase instead.
Note: This method shifts every element’s index after position
back, which may have a noticeable performance cost, especially on larger arrays.
Note: The position
cannot be negative. To remove an element relative to the end of the array, use arr.remove_at(arr.size() - (i + 1))
. To remove the last element from the array, use arr.resize(arr.size() - 1)
.
Sets the array’s number of elements to size
. If size
is smaller than the array’s current size, the elements at the end are removed. If size
is greater, new default elements (usually null
) are added, depending on the array’s type.
Returns @GlobalScope.OK on success, or one of the other Error constants if this method fails.
Note: Calling this method once and assigning the new values is faster than calling append for every new element.
void reverse() 🔗
Reverses the order of all elements in the array.
int rfind(what: Variant, from: int = -1) const 🔗
Returns the index of the last occurrence of what
in this array, or -1
if there are none. The search’s start can be specified with from
, continuing to the beginning of the array. This method is the reverse of find.
void shuffle() 🔗
Shuffles all elements of the array in a random order.
Note: Like many similar functions in the engine (such as @GlobalScope.randi or pick_random), this method uses a common, global random seed. To get a predictable outcome from this method, see @GlobalScope.seed.
Returns the number of elements in the array. Empty arrays ([]
) always return 0
. See also is_empty.
Array slice(begin: int, end: int = 2147483647, step: int = 1, deep: bool = false) const 🔗
Returns a new Array containing this array’s elements, from index begin
(inclusive) to end
(exclusive), every step
elements.
If either begin
or end
are negative, their value is relative to the end of the array.
If step
is negative, this method iterates through the array in reverse, returning a slice ordered backwards. For this to work, begin
must be greater than end
.
If deep
is true
, all nested Array and Dictionary elements in the slice are duplicated from the original, recursively. See also duplicate).
var letters = ["A", "B", "C", "D", "E", "F"]
print(letters.slice(0, 2)) # Prints ["A", "B"]
print(letters.slice(2, -2)) # Prints ["C", "D"]
print(letters.slice(-2, 6)) # Prints ["E", "F"]
print(letters.slice(0, 6, 2)) # Prints ["A", "C", "E"]
print(letters.slice(4, 1, -1)) # Prints ["E", "D", "C"]
void sort() 🔗
Sorts the array in ascending order. The final order is dependent on the “less than” (<
) comparison between elements.
GDScriptC#
var numbers = [10, 5, 2.5, 8]
numbers.sort()
print(numbers) # Prints [2.5, 5, 8, 10]
var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };
numbers.Sort();
GD.Print(numbers); // Prints [2.5, 5, 8, 10]
Note: The sorting algorithm used is not stable. This means that equivalent elements (such as 2
and 2.0
) may have their order changed when calling sort.
void sort_custom(func: Callable) 🔗
Sorts the array using a custom Callable.
func
is called as many times as necessary, receiving two array elements as arguments. The function should return true
if the first element should be moved before the second one, otherwise it should return false
.
func sort_ascending(a, b):
if a[1] < b[1]:
return true
return false
func _ready():
var my_items = [["Tomato", 5], ["Apple", 9], ["Rice", 4]]
my_items.sort_custom(sort_ascending)
print(my_items) # Prints [["Rice", 4], ["Tomato", 5], ["Apple", 9]]
# Sort descending, using a lambda function.
my_items.sort_custom(func(a, b): return a[1] > b[1])
print(my_items) # Prints [["Apple", 9], ["Tomato", 5], ["Rice", 4]]
It may also be necessary to use this method to sort strings by natural order, with String.naturalnocasecmp_to, as in the following example:
var files = ["newfile1", "newfile2", "newfile10", "newfile11"]
files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)
print(files) # Prints ["newfile1", "newfile2", "newfile10", "newfile11"]
Note: In C#, this method is not supported.
Note: The sorting algorithm used is not stable. This means that values considered equal may have their order changed when calling this method.
Note: You should not randomize the return value of func
, as the heapsort algorithm expects a consistent result. Randomizing the return value will result in unexpected behavior.
Operator Descriptions
bool operator !=(right: Array) 🔗
Returns true
if the array’s size or its elements are different than right
‘s.
Array operator +(right: Array) 🔗
Appends the right
array to the left operand, creating a new Array. This is also known as an array concatenation.
GDScriptC#
var array1 = ["One", 2]
var array2 = [3, "Four"]
print(array1 + array2) # Prints ["One", 2, 3, "Four"]
// Note that concatenation is not possible with C#'s native Array type.
var array1 = new Godot.Collections.Array{"One", 2};
var array2 = new Godot.Collections.Array{3, "Four"};
GD.Print(array1 + array2); // Prints ["One", 2, 3, "Four"]
Note: For existing arrays, append_array is much more efficient than concatenation and assignment with the +=
operator.
bool operator <(right: Array) 🔗
Compares the elements of both arrays in order, starting from index 0
and ending on the last index in common between both arrays. For each pair of elements, returns true
if this array’s element is less than right
‘s, false
if this element is greater. Otherwise, continues to the next pair.
If all searched elements are equal, returns true
if this array’s size is less than right
‘s, otherwise returns false
.
bool operator <=(right: Array) 🔗
Compares the elements of both arrays in order, starting from index 0
and ending on the last index in common between both arrays. For each pair of elements, returns true
if this array’s element is less than right
‘s, false
if this element is greater. Otherwise, continues to the next pair.
If all searched elements are equal, returns true
if this array’s size is less or equal to right
‘s, otherwise returns false
.
bool operator ==(right: Array) 🔗
Compares the left operand Array against the right
Array. Returns true
if the sizes and contents of the arrays are equal, false
otherwise.
bool operator >(right: Array) 🔗
Compares the elements of both arrays in order, starting from index 0
and ending on the last index in common between both arrays. For each pair of elements, returns true
if this array’s element is greater than right
‘s, false
if this element is less. Otherwise, continues to the next pair.
If all searched elements are equal, returns true
if this array’s size is greater than right
‘s, otherwise returns false
.
bool operator >=(right: Array) 🔗
Compares the elements of both arrays in order, starting from index 0
and ending on the last index in common between both arrays. For each pair of elements, returns true
if this array’s element is greater than right
‘s, false
if this element is less. Otherwise, continues to the next pair.
If all searched elements are equal, returns true
if this array’s size is greater or equal to right
‘s, otherwise returns false
.
Variant operator [](index: int) 🔗
Returns the Variant element at the specified index
. Arrays start at index 0. If index
is greater or equal to 0
, the element is fetched starting from the beginning of the array. If index
is a negative value, the element is fetched starting from the end. Accessing an array out-of-bounds will cause a run-time error, pausing the project execution if run from the editor.
User-contributed notes
Please read the User-contributed notes policy before submitting a comment.