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Document typed dictionaries and arrays in the class reference
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A built-in data structure that holds a sequence of elements.
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</brief_description>
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<description>
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An array data structure that can contain a sequence of elements of any [Variant] type. Elements are accessed by a numerical index starting at [code]0[/code]. Negative indices are used to count from the back ([code]-1[/code] is the last element, [code]-2[/code] is the second to last, etc.).
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An array data structure that can contain a sequence of elements of any [Variant] type by default. Values can optionally be constrained to a specific type by creating a [i]typed array[/i]. Elements are accessed by a numerical index starting at [code]0[/code]. Negative indices are used to count from the back ([code]-1[/code] is the last element, [code]-2[/code] is the second to last, etc.).
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[codeblocks]
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[gdscript]
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var array = ["First", 2, 3, "Last"]
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array[1] = "Second"
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print(array[1]) # Prints "Second"
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print(array[-3]) # Prints "Second"
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# This typed array can only contain integers.
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# Attempting to add any other type will result in an error.
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var typed_array: Array[int] = [1, 2, 3]
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[/gdscript]
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[csharp]
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Godot.Collections.Array array = ["First", 2, 3, "Last"];
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array[1] = "Second";
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GD.Print(array[1]); // Prints "Second"
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GD.Print(array[^3]); // Prints "Second"
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// This typed array can only contain integers.
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// Attempting to add any other type will result in an error.
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Godot.Collections.Array>int< typedArray = [1, 2, 3];
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of an array that can be modified independently of the original array, use [method duplicate].
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pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
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[/csharp]
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[/codeblocks]
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Finally, dictionaries can contain different types of keys and values in the same dictionary:
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Finally, untyped dictionaries can contain different types of keys and values in the same dictionary:
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[codeblocks]
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[gdscript]
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# This is a valid dictionary.
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}
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[/csharp]
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[/codeblocks]
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To enforce a certain type for keys and values, you can create a [i]typed dictionary[/i]. Typed dictionaries can only contain keys and values of the given types, or that inherit from the given classes:
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[codeblocks]
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[gdscript]
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# Creates a typed dictionary with String keys and int values.
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# Attempting to use any other type for keys or values will result in an error.
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var typed_dict: Dictionary[String, int] = {
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"some_key": 1,
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"some_other_key": 2,
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}
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# Creates a typed dictionary with String keys and values of any type.
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# Attempting to use any other type for keys will result in an error.
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var typed_dict_key_only: Dictionary[String, Variant] = {
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"some_key": 12.34,
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"some_other_key": "string",
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}
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[/gdscript]
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[csharp]
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// Creates a typed dictionary with String keys and int values.
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// Attempting to use any other type for keys or values will result in an error.
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var typedDict = new Godot.Collections.Dictionary<String, int> {
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{"some_key", 1},
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{"some_other_key", 2},
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};
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// Creates a typed dictionary with String keys and values of any type.
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// Attempting to use any other type for keys will result in an error.
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var typedDictKeyOnly = new Godot.Collections.Dictionary<String, Variant> {
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{"some_key", 12.34},
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{"some_other_key", "string"},
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};
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
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[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] supported and will result in unpredictable behavior.
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</description>
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