BlitzMax/Language/BASIC Compatibility

This section covers some of the differences between BlitzMax and 'classic' BASIC, and introduces features that help overcome some of classic BASIC's shortcomings.

Strict mode edit

Classic BASIC allows you to declare variables 'on the fly'. For example, consider a program consisting of:

For k=1 To 10
sum=sum+k
Next
Print sum

This program automatically creates 2 local variables: 'k' and 'sum'. However, this behaviour can often lead to unexpected bugs. For example, if you mistyped one of the 'sum' variables, the program would not work as expected. No error would be given - a new variable would simply be created.

By default, BlitzMax will allow you to automatically declare variables like this. However, you can use the Strict command to override this behaviour.

Strict must appear at the top of your program before any actual program code and puts your program into 'strict mode'. Strict mode forces you to declare all variables before use. For example, rewriting the above program in strict mode results in:

Strict
Local sum,k
For k=1 To 10
sum=sum+k
Next
Print sum

If you were to mistype one of the variable names in this program, you would receive an 'identifier not found' error when compiling, allowing you to easily find and correct the problem.

Arrays edit

Blitzmax does not support the Dim statement for array creation. Instead, arrays in BlitzMax are real types - they can be passed to functions, returned from functions and placed in variables.

To create a classic BASIC style array in BlitzMax, use a global variable. For example:

Global my_array$[100] 'create a 100 element string array

Also note that arrays in BlitzMax are not '1 bigger' than their dimensioned size - the 100 element array above contains 100 elements, numbered 0 through 99 inclusive.

BlitzMax also does not support a 'Redim' operation. Instead, you can use slices. For example:

Global my_array$[100]  'create a 100 element string array
my_array=my_array[..200] 'now a 200 element array!

Goto and Gosub edit

BlitzMax does not support the Gosub command. Use functions instead.

The Goto command is supported, but only in non-strict mode. Goto labels should be prefixed with a # character. For example:

For k=1 To 10
a=Rand(10)
If a<5 Then Goto LessThan5
If a>5 Then Goto GreaterThan5
Print "a is equal to 5"
Goto AllDone

#LessThan5
Print "a is less than 5"
Goto AllDone

#GreaterThan5
Print "a is greater than 5"

#AllDone
Next

Data, Read and Restore edit

Data, Read and Restore are supported but have been renamed to DefData, ReadData and RestoreData. Data labels must also be prefixed with a # character.

Object handles edit

BlitzMax allows objects to be assigned to integer variables, and integer variables to be passed to functions expecting objects. This is mainly for the benefit of beginners, as it reduces the size and complexity of code, but is also great for lazy pro's! For example:

Graphics 640,480
image=LoadImage( "an_image.png" ) 'returned object is converted to an integer handle
DrawImage image,0,0               'integer image parameter is converted back to an object
Flip
WaitKey

This is achieved using an object handle system, and such handles should be released using the Release command when they are no longer needed. For example:

Graphics 640,480
image=LoadImage( "an_image.png" ) 'returned object is converted to an integer handle
DrawImage image,0,0               'integer image parameter is converted back to an object
Release image                     'image no longer needed - release it
Flip
WaitKey

Failing to release an object handle will result in memory leaks. However, all objects are released at program exit anyway, so for quick 'n' dirty jobs you don't have to bother.

Type tag shortcuts edit

When declaring variables and function return types, BlitzMax allows you to use BASIC style 'type tags'. These are as follows:

Type tag Equivalent type
% Int
# Float
~! Double
~$ String

For example, a string variable can be declared in two ways:

Local a_string:String
Local another_string$

Mac users whose keyboards do not feature the # character should use 'Alt 3'.