Objects in JavaScript, just as in many other programming languages, can be compared to objects in real life. In JavaScript, an object is a standalone entity, with properties and type. Compare it with a cup, for example. A cup is an object, with properties. A cup has a color, a design, weight, a material it is made of, etc. The same way, JavaScript objects can have properties, which define their characteristics.

Object initializers are expressions, and each object initializer results in a new object being created whenever the statement in which it appears is executed. Identical object initializers create distinct objects that do not compare to each other as equal.


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Notice that instead of passing a literal string or integer value when creating the new objects, the above statements pass the objects rand and ken as the arguments for the owners. Then if you want to find out the name of the owner of car2, you can access the following property:

adds a property color to car1, and assigns it a value of "black". However, this does not affect any other objects. To add the new property to all objects of the same type, you have to add the property to the definition of the Car object type.

A JavaScript object has properties associated with it. Object properties are basically the same as variables, except that they are associated with objects, not scopes. The properties of an object define the characteristics of the object.

All objects in JavaScript inherit from at least one other object. The object being inherited from is known as the prototype, and the inherited properties can be found in the prototype object of the constructor. See Inheritance and the prototype chain for more information.

You can add a property to all objects created through a certain constructor using the prototype property. This defines a property that is shared by all objects of the specified type, rather than by just one instance of the object. The following code adds a color property to all objects of type Car, and then reads the property's value from an instance car1.

Methods are typically defined on the prototype object of the constructor, so that all objects of the same type share the same method. For example, you can define a function that formats and displays the properties of the previously-defined Car objects.

JavaScript has a special keyword, this, that you can use within a method to refer to the current object. For example, suppose you have 2 objects, Manager and Intern. Each object has its own name, age and job. In the function sayHi(), notice the use of this.name. When added to the 2 objects, the same function will print the message with the name of the respective object it's attached to.

Getters and setters can also be added to an object at any time after creation using the Object.defineProperties() method. This method's first parameter is the object on which you want to define the getter or setter. The second parameter is an object whose property names are the getter or setter names, and whose property values are objects for defining the getter or setter functions. Here's an example that defines the same getter and setter used in the previous example:

adds a property color to car1, and assigns it a value of \"black\". However, this does not affect any other objects. To add the new property to all objects of the same type, you have to add the property to the definition of the Car object type.

A typical Java program creates many objects, which as you know, interact by invoking methods. Through these object interactions, a program can carry out various tasks, such as implementing a GUI, running an animation, or sending and receiving information over a network. Once an object has completed the work for which it was created, its resources are recycled for use by other objects.

The following three sections use the above example to describe the life cycle of an object within a program. From them, you will learn how to write code that creates and uses objects in your own programs. You will also learn how the system cleans up after an object when its life has ended.

An associative array is an object which contains a collection of unique keys and a collection of values, where each key is associated with one value. Keys can be strings, integers or objects, while values can be of any type. An associative array can be created as follows:

For all types of objects, the notation Object.LiteralKey can be used to access a property, array element or method, where LiteralKey is an identifier or integer and Object is any expression. Identifiers are unquoted strings which may consist of alphanumeric characters, underscore and, in [v1.1.09+], non-ASCII characters. For example, match.Pos is equivalent to match["Pos"] while arr.1 is equivalent to arr[1]. There must be no space after the dot.

Scripts do not free objects explicitly. When the last reference to an object is released, the object is freed automatically. A reference stored in a variable is released automatically when that variable is assigned some other value. For example:

Similarly, a reference stored in a field of another object is released when that field is assigned some other value or removed from the object. This also applies to arrays, which are actually objects.

Objects created by the script do not need to have any predefined structure. Instead, each object can inherit properties and methods from its base object (otherwise known as a "prototype" or "class"). Properties and methods can also be added to (or removed from) an object at any time, and those changes will affect any and all derived objects. For more complex or specialized situations, a base object can override the standard behaviour of any objects derived from it by defining meta-functions.

At its root, a "class" is a set or category of things having some property or attribute in common. Since a base or prototype object defines properties and behaviour for set of objects, it can also be called a class object. For convenience, base objects can be defined using the "class" keyword as shown below:

If the script is directly terminated by any means, including the tray menu, ExitApp, or Exit (when the script is not persistent), any functions which have yet to return do not get the chance to do so. Therefore, any objects referenced by local variables of those functions are not released, so __Delete is not called.

When the script exits, objects contained by global and static variables are released automatically in an arbitrary, implementation-defined order. When __Delete is called during this process, some global or static variables may have already been released, but any references contained by the object itself are still valid. It is therefore best for __Delete to be entirely self-contained, and not rely on any global or static variables.

When a multi-parameter assignment such as table[x, y] := content implicitly causes a new object to be created, the new object ordinarily has no base and therefore no custom methods or special behaviour. __Set may be used to initialize these objects, as demonstrated below. e24fc04721

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