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Godot has a rich set of classes and templates that compose its core, and everything is built upon them.
This reference will try to list them in order for their better understanding.
Definitions
Godot uses the standard C99 datatypes, such as uint8_t,
uint32_t, int64_t, etc. which are nowadays supported by every
compiler. Reinventing the wheel for those is not fun, as it makes code
more difficult to read.
In general, care is not taken to use the most efficient datatype for a
given task unless using large structures or arrays. int is used
through most of the code unless necessary. This is done because nowadays
every device has at least a 32-bit bus and can do such operations in
one cycle. It makes code more readable too.
For files or memory sizes, size_t is used, which is guaranteed to be
64-bit.
For Unicode characters, CharType instead of wchar_t is used, because many architectures have 4 bytes long wchar_t, where 2 bytes might be desired. However, by default, this has not been forced and CharType maps directly to wchar_t.
Memory model
PC is a wonderful architecture. Computers often have gigabytes of RAM, terabytes of storage and gigahertz of CPU, and when an application needs more resources the OS will swap out the inactive ones. Other architectures (like mobile or consoles) are in general more limited.
The most common memory model is the heap, where an application will request a region of memory, and the underlying OS will try to fit it somewhere and return it. This often works best and is flexible, but over time and with abuse, this can lead to segmentation.
Segmentation slowly creates holes that are too small for most common allocations, so that memory is wasted. There is a lot of literature about heap and segmentation, so this topic will not be developed further here. Modern operating systems use paged memory, which helps mitigate the problem of segmentation but doesn't solve it.
However, in many studies and tests, it is shown that given enough memory, if the maximum allocation size is below a given threshold in proportion to the maximum heap size and proportion of memory intended to be unused, segmentation will not be a problem over time as it will remain constant. In other words, leave 10-20% of your memory free and perform all small allocations and you are fine.
Godot ensures that all objects that can be allocated dynamically are small (less than a few kB at most). But what happens if an allocation is too large (like an image or mesh geometry or large array)? In this case Godot has the option to use a dynamic memory pool. This memory needs to be locked to be accessed, and if an allocation runs out of memory, the pool will be rearranged and compacted on demand. Depending on the need of the game, the programmer can configure the dynamic memory pool size.
Allocating memory
Godot has many tools for tracking memory usage in a game, especially during debug. Because of this, the regular C and C++ library calls should not be used. Instead, a few other ones are provided.
For C-style allocation, Godot provides a few macros:
memalloc()
memrealloc()
memfree()
These are equivalent to the usual malloc(), realloc(), and free()
of the C standard library.
For C++-style allocation, special macros are provided:
memnew(Class / Class(args))
memdelete(instance)
memnew_arr(Class, amount)
memdelete_arr(pointer_to_array)
These are equivalent to new, delete, new[], and delete[]
respectively.
memnew/memdelete also use a little C++ magic and notify Objects right after they are created, and right before they are deleted.
For dynamic memory, use one of Godot's sequence types such as Vector<>
or LocalVector<>. Vector<> behaves much like an STL std::vector<>,
but is simpler and uses Copy-On-Write (CoW) semantics. CoW copies of
Vector<> can safely access the same data from different threads, but
several threads cannot access the same Vector<> instance safely.
It can be safely passed via public API if it has a Packed alias.
The Packed*Array types are aliases
for specific Vector<*> types (e.g., PackedByteArray,
PackedInt32Array) that are accessible via GDScript. Outside of core,
prefer using the Packed*Array aliases for functions exposed to scripts,
and Vector<> for other occasions.
LocalVector<> is much more like std::vector than Vector<>.
It is non-CoW, with less overhead. It is intended for internal use where
the benefits of CoW are not needed. Note that neither LocalVector<>
nor Vector<> are drop-in replacements for each other. They are two
unrelated types with similar interfaces, both using a buffer as their
storage strategy.
List<> is another Godot sequence type, using a doubly-linked list as
its storage strategy. Prefer Vector<> (or LocalVector<>) over
List<> unless you're sure you need it, as cache locality and memory
fragmentation tend to be more important with small collections.
Containers
Godot provides its own set of containers, which means STL containers like std::string
and std::vector are generally not used in the codebase. See Why does Godot not use STL (Standard Template Library)? for more information.
A 📜 icon denotes the type is part of Variant. This means it can be used as a parameter or return value of a method exposed to the scripting API.
Godot datatype |
Closest C++ STL datatype |
Comment |
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String 📜 |
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Use this as the "default" string type. |
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Use this as the "default" vector type. Uses copy-on-write (COW) semantics.
This means it's generally slower but can be copied around almost for free.
Use |
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Use this as the "default" set type. |
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Use this as the "default" map type. Does not preserve insertion order.
Note that pointers into the map, as well as iterators, are not stable under mutations.
If either of these affordances are needed, use |
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Uses string interning for fast comparisons. Use this for static strings that are referenced frequently and used in multiple locations in the engine. |
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Closer to |
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Array 📜 |
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Values can be of any Variant type. No static typing is imposed.
Uses shared reference counting, similar to |
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Subclass of |
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Alias of |
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Linked list type. Generally slower than other array/vector types. Prefer using
other types in new code, unless using |
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Vector with a fixed capacity (more similar to |
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Represents read-only access to a contiguous array without needing to copy any data. See pull request description for details. |
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Uses a red-black tree for faster access. |
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Uses copy-on-write (COW) semantics.
This means it's generally slower but can be copied around almost for free.
The performance benefits of |
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Defensive (robust but slow) map type. Preserves insertion order.
Pointers to keys and values, as well as iterators, are stable under mutation.
Use this map type when either of these affordances are needed. Use |
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Uses a red-black tree for faster access. |
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Keys and values can be of any Variant type. No static typing is imposed.
Uses shared reference counting, similar to |
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Subclass of |
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Stores a single key-value pair. |
Math types
There are several linear math types available in the core/math
directory:
NodePath
This is a special datatype used for storing paths in a scene tree and referencing them in an optimized manner:
RID
RIDs are Resource IDs. Servers use these to reference data stored in them. RIDs are opaque, meaning that the data they reference can't be accessed directly. RIDs are unique, even for different types of referenced data: