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<span class=by>George Marques</span></div><span class=date data-post-date="2018-07-22 17:11:27 +0000">22 July 2018</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class="card card-warning"><p>This article is from <strong>July 2018</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>While GDScript is made with the ease-of-use in mind, many people wanted to add type information into their scripts. This helps avoiding potential bugs and also allows a better code completion. We’re now introducing an additional syntax to add type hints to your GDScript code. It is completely optional and old scripts will work as they always did.<p><strong>Note:</strong> This is a new feature in the <em>master</em> branch, and will be available in Godot 3.1.<h2 id=how-the-type-hints-can-help>How the type hints can help?</h2><p>It is quite common to use a variable only with values of the same type. With the dynamic nature of GDScript, you can inadvertently overwrite a variable with a different type and break your code logic in a way that might be hard to realize.<p>For instance, if your function expects a number, but you missed an input validation somewhere and is passing a string to it instead, you only will see an error at runtime (and only if you reach that point). In a larger code base, it’s quite easy to miss things like that.<p>With type hints, Godot can know beforehand that you are passing the wrong type and show an error while you are editing the related code, even if you never run it.<h2 id=syntax>Syntax</h2><p>This is quite a controversial topic (like tabs vs. spaces) and everyone has their own preference that’s based on their background in other languages. We adopted a post-fixed type syntax that is very similar to Python (yes, Python has type hints too). This was chosen because GDScript is already similar to Python and this style is easy to integrate in the language parser, also considering that it is still optional.<p>For variables and constants, you can add a type hint with a colon (<code class="language-plaintext highlighter-rouge">:</code>) after the name when declaring it. Constants don’t need type hints, since their type is inferred from the assignment, but you can add one as well:<div class="language-plaintext highlighter-rouge"><div class=highlight><pre class=highlight><code>const GRAVITY : Vector2 = Vector2(0, 9.8)
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