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Lingo in a Nutshell by Bruce A. Epstein

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Variables and Properties

You’ll often read Lingo properties to obtain information about the user or the run-time environment and set properties to affect the run-time environment. You’ll use variables as containers to store and manipulate any type of data, including Lingo properties. Later we’ll see how you can define your own properties using so-called property variables, which are a particular type of variable but are unrelated to Director’s built-in properties.

Built-In Lingo Properties and Constants

Lingo defines dozens of properties (not to be confused with programmer-defined property variables, discussed later), which are always preceded by the keyword the.


If you omit the word the, Lingo thinks you are referring to a programmer-defined variable, not a Lingo property.

A property may pertain to the overall system, the current movie or MIAW, a cast member, or a sprite. Lingo properties are universally accessible (they can be used from any script at any time), and they may be static (fixed) or may change over time or based on user actions. For example, the platform property doesn’t change unless you switch computers, but the mouseH and the mouseV properties change whenever the cursor moves.

The general format for setting a Lingo property is:

set the property {of object} = value
put value into the property {of object}

where value is replaced with a meaningful value, property is a property name and object is usually a sprite, member, or window reference. The following examples set the locH of sprite sprite property, the regPoint of member member property, and the soundEnabled system property. Note that all three properties start with the, although no object is specified for the soundEnabled property because it is a system property, not a property of a sprite or a cast member.

set the locH of sprite 1 = 17
set the regPoint of member 1 = point(0,0)
set the soundEnabled = TRUE

The general format for reading a Lingo property is:

set variableName = the property {of object}

such as:

set spritePosition = the locH of sprite 1
set memberDepth = the depth of member 1
set mousePosition = the mouseH

Some Lingo keywords are constants (fixed values) that don’t use the word the, such as PI, TAB, and SPACE. See Table 5-6.

Common Errors When Using Properties and Constants

The following are common errors when using properties. Refer also to "Common Errors When Using Variables" later in this chapter.

Forgetting the wordthe:

The following sets stage white by setting the stageColor property to zero:

set the stageColor = 0

However the following defines a local variable, stageColor, and assigns it the value zero, which is probably not the desired goal.

set stageColor = 0

Using a property without the preceding the will cause a "Variable used before assigned a value" error, such as:

if mouseV > 50 then put "The mouseV is greater than 50"

(This won’t fail in the Message window, but it will fail from within a script).

Confusing a local variable with a property of the same name:

Here, mouseH is a local variable, whereas the mouseH is a Lingo property. As the mouse continues to move, the property the mouseH will change, but the variable mouseH won’t change without your explicit instruction.

set mouseH = the mouseH

Use variable names that are different from Lingo property names to avoid confusion, such as:

set lastMouseH = the mouseH
Confusing a variable with a Lingo constant of the same name:

Some keywords are reserved constants (see Table 5-6) that never change in value, even if you inadvertently try to assign a new value to them. For example, you cannot change the value of pi.

set pi = 54.36
put pi
-- 3.1416
Some properties can not be set:

Many properties can be both set and read, but some can be only read. The "Cannot set this property" error may result if you attempt to set a property that is read-only, such as the mouseH. Other properties may appear to be settable, but setting them may have no effect. For example, setting the colorDepth under Windows, or to an invalid value on the Macintosh, will leave the monitor depth unchanged, although no error results.

Using a “stale” value of a property that has changed:

Many Lingo properties change based on conditions beyond the programmer’s control. For example, the shiftDown property changes whenever the user presses or releases the Shift key, and it may even change during the execution of, say, your on keyDown handler. If necessary, store the current value of a property in a variable (see details that follow), such as:

set shiftKeyState = the shiftDown


There is a single Lingo global variable (global variables are explained later) named version that returns Director’s version number (as a string) and can not be set nor cleared with clearGlobals. Do not use the name “version” as a variable name.

Use version as follows:

on testVersion
  global version
  put "The current version is" && version
end testVersion

-- "The current version is 6.5"

Director also supports the property the productVersion, which doesn’t require a global declaration (although the two methods return different values in Shockwave).

put the productVersion
-- "6.5"

Using Variables

A variable is a container for any type of data (such as an integer or a string) that usually stores values that may change or are not known until runtime. You are the master of your own variables. You can create as many as you need and give them whatever names you like. For example, you might store the user’s name and his high score in separate variables named userName and highScore.


Variables are not the algebraic “unknowns” that gave you nightmares in school. They are just convenient placeholders that allow your scripts to be flexible. Variables, unlike built-in Lingo properties, change only at your behest.

Once you’ve stored a value in a variable (see the next section) you can obtain that value simply by referring to the variable by name. See "Data Types and Variable Types,” "Type Assignment and Conversion,” and "Constants and Symbols" in Chapter 5 for more details on variables.

Assigning a Value to a Variable, Property, or Field

You store data in a variable, property, or field by assigning a value to it in one of the following ways:

set item = value
set item to value
put value into item

where item is a variable name, property (such as the colorDepth), or a field reference (such as field "myField“).

I strongly recommend the first form (set item = value) because it clearly delineates the variable or property on the left side of the expression from the value being assigned to it on the right side of the expression. For example:

set x = 5
set x = char 1 to 5 of "hello there"
set the soundEnabled = TRUE
set the loc of sprite 5 = point (50, 200)

I mention the other forms so that you will understand examples that make use of them, although I find these equivalent expressions harder to decipher:

put 5 into x
set x to char 1 to 5 of "hello there"
put TRUE into the soundEnabled
set the loc of sprite 5 to point (50, 200)

You must use the put...into form when replacing part of a string:

set x = "helloWorld"
put "H" into char 1 of x

These won’t work:

set char 1 of x = "H"
set field 4 = "Some String"

But these will work:

set the text of field 4 = "Some String"
put "Some String" into field 4

Common Misconceptions About Variables

Some Lingo keywords used to assign variables are also used in other ways. Don’t confuse put...into (which sets a value) with put by itself (which prints the value in the Message window).

put 5 into x -- assigns the value 5 to the variable x
put x        -- prints the value of x in the message window
-- 5

The keyword to is also used in chunk expressions, such as char 1 to 5 of someString. In the example below, the first to is used to perform the assignment, but the second to is used to indicate a range of characters.

set x to char 1 to 5 of "hello there"

The equals sign (=) is used for both assignment and comparison. Don’t confuse the two uses. In C, the single equals sign is used only for assignment, and the double equals sign (==) is used for comparison (see the online Chapter 20, Lingo for C Programmers, downloadable from http://www.zeusprod.com/nutshell/chapters/lingoforc.html).

set x = 5  -- assigns the value 5 to the variable X
if (x = 5) then put "Yeah" -- Compares x to the value 5

The equals sign assigns a value to an item; it does not indicate an algebraic equality. In algebra, the following would be meaningless because something can never equal one more than itself:

x = x + 1

On the other hand, the following is perfectly legitimate and is used frequently in programming.

set x = x + 1

How is this possible? The right side of the expression always uses the current (old) value for an item. The left side sets the new value for an item. The above example means “Take the current value of the variable x and add one, and then store the result back into x again.” So:

set x = 4
set x = x + 1
put x
-- 5

An assignment statement is not an algebraic equation to be solved. Only one item can appear on the left side of the following assignment statement:

set x = 5 - y

This is not valid:

set x + y = 5

Although the two statements above may appear algebraically equivalent, they are not programmatically equivalent. The first one says “Subtract the value of y from 5, and then store the result into the variable x.” The second one, however, is trying to say “Set x and y so that they add up to 5.” This confuses a computer because it wouldn’t know whether to set x to 4 and y to 1, or x to 3 and y to 2, or one of the infinite number of alternatives.

Variable Types

A variable’s storage class (local, parameter, global, or property) determines its initial value, its scope (by whom it can be accessed), and whether it persists (retains its value) over time. Don’t confuse a variable’s storage class, often called its type, with the data type of its contents. A variable’s data type (integer, string, list, etc.) depends solely on the value assigned to it and is independent of its storage class. See Chapter 5.

There are four main storage classes (although parameters are generally treated as local variables), each of which is created in a different way.

Local Variables

Local variables (or temporary variables) are fleeting; they come into existence when they are first assigned a value, and they disappear at the end of the current handler. Use local variables for temporary needs that are confined to the current handler. To create a local variable, pick an arbitrary name, and assign a value to it. Variables such as i, j, and k are commonly used for loops or indices. Variables such as x and y are commonly used for coordinates.

In this example, i and y are local variables (everything else is a reserved Lingo keyword).

Example 1-9. Using Local Variables

on mouseUp
  set y = the locV of sprite the currentSpriteNum
  repeat with i = 1 to 100
    set the locV of sprite the currentSpriteNum = y + i
  end repeat
  put i
  put y

Local variables are “private” to the handler in which they are used. The showLocals command must be used from within the handler for which you wish to display local variables. Likewise, you cannot use put from the message window to display a local variable.

Local variables are independent of other variables in other handlers that may have the same name. Because they cannot be used until they are assigned a value, local variables have no default value. Using one before assigning it a value results in a "Variable used before assigned a value" error. In this example, x is an uninitialized local variable and will cause an error.

on mouseUp
  if x = 5 then
    go frame 15
  end if

See "Special Treatment of the First Argument Passed" later in this chapter for an explanation of why using an undeclared local variable as the first argument to a function does not generate an error.


Parameters are local variables that automatically receive the value(s) of incoming arguments used in the call to the handler (see "Parameters and Arguments" and "Generalizing Functions" later in this chapter). Parameters are declared (named) on the same line as the handler name.

Example 1-10. Using Parameters

on someFunction param1, param2, param3
    -- The && operator assembles the string for output
  put "The three input parameters are" && [LC]
        param1 && param2 && param3

someFunction 1, "b",  7.5
-- "The three input parameters are 1 b 7.5

Parameters can assume different values each time a handler is called. A different copy of the parameters is created each time the handler is called and disappears when the handler ends. Changes to parameters within a handler generally have no effect outside that handler, but modifying a Lingo list passed as a parameter will modify the original list in the calling routine as well. See Chapter 6, Lists for important additional details. Don’t use the name of a global variable as the name for a parameter or other local variables. See "Common Errors When Using Variables" later in this chapter

Global Variables

Global variables (or simply globals) are declared using the global keyword, and they persist throughout all movies until your Projector quits. They come into existence when a handler that declares them as global first runs and can be accessed by any handler that also declares them as global. Global variables can be displayed in the Message window using showGlobals (the built-in global variable version always appears in the list of globals).

-- Global Variables --
version = "6.0.2"

Whenever you test or set a variable in the Message window it is treated as a global variable.

set anyVariable = 5
-- Global Variables --
version = "6.5"
anyVariable = 5

Use clearGlobals to reset all global variables to VOID, except for the version global, which cannot be cleared. ClearGlobals also clears the actorList of the current movie in D6.

-- Global Variables --
version = "6.5"

Globals can be shared by MIAWs and the main movie. Any change to the value of a global variable is reflected everywhere it is used. For clarity, name your globals starting with a “g.” Global variables default to VOID (they have no value until one is assigned), but they retain their value even when playback stops or a new movie is loaded (unless clearGlobals is called). Shockwave clears global variables if the browser issues a Stop() command.

Globals are necessary when you want a variable to outlive the handler in which it is used or to send information between two handlers that are not otherwise connected.

In this example, gOne and gTwo are global variables shared by two handlers.

Example 1-11. Using Global Variables

on startMovie
  global gOne, gTwo
  set gOne = "Hello"
  set gTwo = 7

This handler can be in a different script than startMovie:

on mouseUp
  global gOne, gTwo
  if gTwo = 7 then put gOne

Lingo globals are declared, by convention, at the top of a handler immediately under the handler name; declaring globals in the middle of a handler is allowed but discouraged. You can declare more than one global with the global keyword by separating the variables with commas, as shown above. You can instead use a new line for each global declaration, such as:

global gOne
global gTwo


Globals declared outside of a handler (so-called "global" globals) are treated as if they were declared within all subsequent handlers within the same script.

For example, if the two handlers above are in the same script, the global declarations could be moved outside the handlers themselves and placed at the top of the script:

-- These are "global" globals and can be used-- by all handlers in this script cast member
global gOne, gTwo

on startMovie
   set gOne = "Hello"
  set gTwo = 7

on mouseUp
  if gTwo = 7 the put gOne

Property Variables

Property variables are declared using the property keyword and persist as long as the object of which they are a property exists. (See Chapter 12, Behaviors and Parent Scripts, if you are not familiar with object-oriented programming, or just ignore this section for now.)


Property variables are programmer-defined and should not be confused with the built-in Lingo properties, although both are attributes of their respective objects.

Built-in Lingo properties are predefined attributes of built-in objects, such as sprites and cast members. Property variables are programmer-defined variables that are used to add attributes to their own objects (namely scripts).

Property variables are instantiated (created) when the parent script or Behavior that declares them is itself instantiated (either by Director or by the programmer). For example, when Director encounters a Behavior attached to a sprite in the Score it instantiates that Behavior and its properties. (This is explained in detail in Chapter 12. For now, just assume that when a Behavior is encountered in the Score, Director assigns appropriate values to any property variables that the Behavior declares.)

Properties can then be accessed by any handler within the same script. Each instance (use or occurrence) of the parent script or Behavior gets its own copy of the property variables that are independent of other copies (despite having the same name), just as all sprites and cast members have independent properties named width and height.

Property variables are declared at the top of the parent script or Behavior before the first handler. You can declare multiple property variables, separated by commas, using one property statement, or you can use separate property statements for each property variable. Property variables default to VOID but are usually assigned a value in a parent script’s new() handler (or in a Behavior’s getPropertyDescriptionList() handler; see Chapter 12). When a handler inside a parent script or Behavior is called, its private copies of those property values are used, unlike global variables that are shared among all scripts. For clarity, name your properties starting with a “p.”


Property variables must be declared outside of any handlers in the script, as shown in the example below.

In this example, pOne and pTwo are property variables shared by the new() and showProps handlers, which are both presumed to reside in the same parent script cast member named “ParentScript.”

Example 1-12. Using Property Variables

property pOne, pTwo

on new me, a, b
  set pOne = a
  set pTwo = b
  return me
end new

on showProps me
  put "pOne is" && pOne
  put "pTwo is" && pTwo
end showProps

To test it in the Message window, first instantiate the parent script by calling the new() handler. When the programmer instantiates a script, he customarily specifies initial values for the properties by specifying them as arguments to the new() handler (although some programmers prefer to assign properties as a separate step from instantiating a script). We create one instance using the integer 6 and the string “hello,” for the properties pOne and pTwo. We then create a second instance with different values to be used as pOne and pTwo.

set instance1 = new (script "ParentScript", 6, "hello")
set instance2 = new (script "ParentScript", 9, "goodbye")

We pass an instance created using new() to showProps (either instance1 or instance2). That allows showProps to determine the correct properties for each instance separately. Note how the results printed by showProps depend on which instance variable we pass to it.

showProps (instance1)
-- "pOne is 6"
-- "pTwo is hello"
showProps (instance2)
-- "pOne is 9"
-- "pTwo is goodbye"

Note that inside the script that declares them, property variables are accessed by using their name, as shown in showProps above. Programmer-defined property variables can also be accessed from outside a script instance using the script instance and the keyword the, such as:

put the propertyVariable of scriptInstance

Property variables belonging to scripts can also be accessed by referencing the script itself rather than an instance of the script, such as:

put the propertyVariable of (script "myScript")


Although they can also be accessed using the keyword the, remember that property variables are programmer-defined and are not the built-in Lingo properties that also happen to start with the keyword the.

Continuing the example above, you can access the properties of instance1 and instance2 without using showProps, instead using:

put the pOne of instance1
-- 6
put the pTwo of instance2
-- "goodbye"

Note that simply typing put pOne or put the pOne in the Message window would fail because you must specify the script instance that owns the property. If no script instance is specified, the property name must be a built-in system property, such as:

put the colorDepth
-- 8

Refer to Chapter 12, especially if this section left you thoroughly confused.

Common Errors When Using Variables

The following are the most common errors of both new and experienced programmers when using variables.

Using a variable before assigning a value to it:

Attempting to use a variable that has never been declared or assigned a value causes a "Variable used before assigned a value" error, such as:

set the locV of sprite 1 = y

(This won’t fail in the Message window because y will be treated as global containing the value VOID, but it will fail from within a script.)

New local variables must first be assigned a value:

set y = 5
set the locV of sprite 1 = y

Global variables can be declared with the global keyword, without necessarily being assigned a value (we presume the global was assigned a meaningful value elsewhere; if not, it defaults to VOID):

global gLocForSprite
set the locV of sprite 1 = gLocForSprite

In the following statement, Director complains about the undeclared local variable y, which we are attempting to use in the expression although it has not been previously assigned a value. Director does not complain about the new local variable x, to which we are attempting to assign a value. In other words, the right side of the equation can use only existing variables, but the left side of the equation can be either an existing or a new variable.

Not knowing which storage class to use for a variable:

Use property variables for attributes that have a different value for each instance of a parent script or Behavior or that must persist for the life of the object. Use global variables when a value must outlive the handler, object, or movie in which it is used or must be accessible to multiple handlers, objects, or movies. Use local variables for values that are used only for convenience within the current handler and then discarded, such as indices in a repeat loop or interim steps in a mathematical calculation. Use parameters to accept inputs that can make a handler more flexible (see "Parameters and Arguments" later in this chapter).

    set x = y
Not knowing when to use a variable:

Most novices use either too many or too few variables. Use variables whenever you want Director to remember something, such as the results of calculations, user input, lists of items, or anything that you need more than once. Programming is like cooking. You may be able to cook dinner in one pot, or you may need two frying pans and a pressure cooker; it depends on the recipe and your personal style. This example:

on mouseDown
  if the locH of sprite (the currentSpriteNum) > 50 then
    put the locH of sprite (the currentSpriteNum)
  end if

could be rewritten as:

on mouseDown
  set myLocH = the locH of sprite (the currentSpriteNum)
  if myLocH > 50 then
    put myLocH
  end if

Both examples are equivalent, but the second one is somewhat easier to read and maintain because the result of the lengthy expression is stored in myLocH, which is then used for comparing and displaying the value.

Using a “stale” value stored in a variable, instead of the current value:

When you assign a variable, it records a snapshot in time. You must recalculate values that are expected to change. The following is wrong because y never changes after its initial value is assigned:

set y = the mouseV
repeat while y > 50
  put "The mouseV is greater than 50"
end repeat

Instead, check the current value of the mouseV property repeatedly:

repeat while the mouseV > 50
   put "The mouseV is greater than 50"
end repeat
Forgetting the keyword the when using a Lingo property name:

Why would mouseV cause a "Variable used before assigned a value" error?

repeat while mouseV > 50
   put "The mouseV is greater than 50"
end repeat

Compare the above repeat...while statement to the previous example.

UsingclearGlobals carelessly:

ClearGlobals indiscriminately resets all global variables to VOID. (In D6, it also sets the actorList to [].) This will make any Lingo code that relies on global variables or the actorList lose whatever it had stored in them. This is usually a very bad thing, and it can be hard to track down if you are working with multiple programmers or large projects. Set individual globals to VOID to clear them separately instead.

Using the same variable name as both a global and local variable:

The most common error is to declare a variable global in one handler and forget to declare it global elsewhere.

In that case, it is implicitly a separate local variable in the second handler, despite having the same name as a global in the first handler, such as shown in Example 1-13.

Example 1-13. Common Errors with Global Variables

on initGlobal
  global gMyValue
  set gMyValue = 27
end initGlobal

on readGlobal
  -- This causes a syntax error
  put gMyValue

The second routine must also declare gMyValue as a global:

on readGlobal
  global gMyValue
  put gMyValue

Test it from the Message window:

-- 27

Here the error is reversed. The programmer forgot to declare gMyValue as a global in the first handler.

on initGlobal
  -- gMyValue is treated as a local variable.
    -- Setting it has no effect outside the handler.
  set gMyValue = 27
end initGlobal

on readGlobal
  global gMyValue
    -- The global, also named gMyValue, defaults to VOID
  put gMyValue

Test it from the Message window:

-- Void
Using a global incorrectly as a parameter:

It is acceptable, even common, to pass a global as an argument to a function (see "Parameters and Arguments" later in this chapter). In the receiving function, however, you must decide whether you intend to modify the global or merely use the global’s value for a local operation.

In Example 1-14, gUserTries is a local variable within gameOver(). The global of the same name in finishGame will not be incremented.

Example 1-14. Passing Globals Variables as Parameters

on finishGame
  global gUserTries
  gameOver (gUserTries)
end finishGame

on gameOver gUserTries
  set gUserTries = gUserTries + 1
end gameOver

This can be rewritten in one of two ways. Here, gUserTries is declared global within gameOver():

on gameOver
  global gUserTries
  set gUserTries = gUserTries + 1
end gameOver

Alternatively, a local variable can be used and passed back to finishGame.

on finishGame
  global gUserTries
  set gUserTries = gameOver (gUserTries)
end finishGame

on gameOver inValue
  return (inValue + 1)
end gameOver

La Persistencia de la Memoria

Recall that each time a handler is called, any local variables are discarded when the handler finishes. If you want a variable’s value to persist over repeated calls to a handler, you must declare it as a global or property variable. (See Chapter 12 for details on property variables that persist for the life of the object that declares them.)

Example 1-15 counts the number of times that countMe is called. Don’t forget to reset the global as needed, as shown in testCount.

Example 1-15. Persistent Variables

on countMe
  global gCounter
  set gCounter = gCounter + 1
  put "This handler has been called" && gCounter && "time(s)"
end countMe

on testCount
  global gCounter
  set gCounter = 0
  repeat with i = 1 to 10
  end repeat

-- This handler has been called 1 time(s)
-- This handler has been called 2 time(s)
-- etc.

Property variables in score scripts (that is, Behaviors) also persist over time (but you can not use them with castmember scripts):

property gCounter
on mouseUp me
  if gCounter > 10 then
    alert "Are you tired of clicking yet"
    set gCounter = gCounter + 1
  end if
 end mouseUp

One-Time Initialization

You may wish to perform some initialization once and only once. You can use a global variable, as shown in Example 1-16, to track whether the initialization has taken place.

Example 1-16. One-Time Initialization

on startMovie
  global gBeenDone, gUserScore
  -- If the global is VOID, we haven't initialized yet
  if voidP(gBeenDone)
    -- Do initialization here
set gUserScore=0
    -- Set the global flag to indicate its been done
    set gBeenDone = TRUE
  end if
end startMovie

Variable-Related Lingo

Table 1-1 shows the Lingo commands related to variables, including declaration, assignment, instantiation, and deallocation of various variable types.

Table 1-1. Variable-Related Commands





Reserved name for declaring an ancestor property. See Chapter 12.


Obsolete, previously used to instantiate an object. See new


Resets all global variables, except version, to VOID. Also clears the actorList in D6. Don’t use this when working with other programmers who rely on global variables or the actorList.

global gName 1 {, gName2}

Declares one or more global variables.

global version

Declares the reserved global version.

list(), [], or [:]

Allocates a list. See Chapter 6.


Used to instantiate an XObject. See Chapter 13


Used to deallocate an XObject instance. Chapter 13.

new (script, args)

new (xtra "XtraName“)

Creates a child object or Xtra instance.


Indicates the value of the nth parameter received by a handler. See the paramCount.

the paramCount

Indicates the number of parameters received by a handler. Use it to check how many arguments were specified in the function call.

property pName1{, pName2}

Declares one or more property variables.

property ancestor

Declares an ancestor property. See Chapter 12.

put variable

Prints a variable’s value in the Message window.[a]

put value into variable

Assigns a value to a variable. I prefer using the setcommand.

set variable = value

set variable to value

Assigns a value to a variable. See also put ... into


Prints all local variables in the current handler. Must be used from within a handler, not from the Message window.


Prints all global variables in the Message window.


Stops a Shockwave movie from within the browser and clears global variables.

the property {of object}

Refers to a built-in Lingo property.

the property of instance

Refers to a programmer-defined property variable of a parent script or Behavior.

the property of list

Refers to properties within a property list. See Chapter 6.


A global variable containing Director’s current version. Use the productVersion property to determine the version without declaring a global.

[a] 1 Use put from within a handler to display the value of any variable (including local variables) within that handler in the Message window. Global variables can be tested using the put command in the Message window iitself. Use the alert command to display the value of variables in a dialog box, especially from within a Projector where the put command has no effect.

Allocation and Scope of Variables

Local variables in Director are allocated implicitly (that is, without your explicit instruction) when you assign a value to them. Global and property variables are allocated explicitly using the global and property keywords. The amount of memory variables require depends on what is stored in them. Local variables are deallocated automatically when a handler terminates. Properties are deallocated when the object of which they are a property is disposed.

The main concern is objects that you never dispose and global variables (which persist indefinitely) that refer to items that require a lot of memory, such as long lists or strings. Global variables are never truly disposed, but you can reduce the memory they use by assigning them to zero or VOID. (Avoid using clearGlobals for this purpose, as it resets all global variables indiscriminately and in D6 it also clears the actorList.) Objects are disposed by setting all variables that refer to the object to zero or VOID. See Chapter 12 and Chapter 13. Table 1-2 shows the scope of individual variables of the different data storage classes.

Table 1-2. Data Storage Class Scope

Manner in Which Variable Is Declared

Variable’s Scope

No explicit declaration; variable is implicitly local

Can be used in current handler, but only after it is assigned a value, using set...= or put...into.

Declared as arguments in the handler definition

Implicitly local, but automatically initialized to value of incoming arguments. Same scope as a local variable. See "Parameters and Arguments.”

Assigned a value in Message window

Variables assigned in the Message window are implicitly global. They must still be declared global within scripts that wish to make use of them.

Explicitly declared as a global inside a handler

Variable is global only within handler in which it is declared.

Explicitly declared as a global outside of any handler, at the top of a script

Variable is global only within handlers in the same script cast member after the point at which it is declared.

Explicitly declared as a property within a handler

Not supported.

Explicitly declared as a property outside of a handler, at the top of a parent script or Behavior

Property variable is accessible within any handler in the parent script or Behavior. Its scope is limited to the current instance of the script. Outside the script, it can be accessed with the property of scriptInstance.

Explicitly declared as a property within an ancestor script

Property variable is accessible within the ancestor script or to any object using that script as an ancestor

Do statement

Scope is only the current do statement. See "Do Statements,” under "Dynamic Script Creation.”

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