Andromeda
Andromeda is an object-oriented, imperative scripting language that extends Blizzard's Galaxy language. It was designed to be an extension to Galaxy in the manner that vJASS was an extension to Warcraft III's JASS scripting language. Andromeda is implemented as a superset of Galaxy, meaning that all syntactically valid Galaxy code is also syntactically valid Andromeda code (the only exceptions are cases where the Galaxy code uses one of Andromeda's keywords). Moreover, Andromeda is compiled directly to Galaxy, allowing custom maps that use Andromeda to be played on Battle.net without the use of third-party mods.
Goals
Andromeda's main goals are to:
- Maintain compatibility with native Galaxy code
- Support object-oriented programming (OOP)
- Support comprehensive and useful reporting of compile-time errors
- Introduce common programming features absent from Galaxy
- Reduce the need for unnecessary and boilerplate code
- Produce optimized code in the target language when compiled
- Provide simple and effective methods for code debugging
Design Paradigms
Andromeda is an object-oriented, procedural, and imperative scripting language with additional support for generic and (limited) reflexive programming. First and foremost, Andromeda adheres strictly to the tenets of Object-Oriented Programming (OOP). Procedural programming, while still supported, is included mainly for compatibility purposes with Galaxy. In Andromeda programming, an emphasis is placed on viewing the program as a collection of objects, each with its own state. Code is built around querying objects to determine their states and manipulating objects to change their states. This allows for the adoption or expansion of programming strategies such as:
- Encapsulation
- Modular Design (also known as Reusability)
- Extensibility
- Orthogonality
Language Features
Andromeda retains all of Galaxy's syntax features while adding new ones. Most of the new syntax is inspired by or directly borrowed from the Java programming language.
Source Code Structure
New Syntactical Features
Andromeda supports certain syntax found in C/C++ and Java that is missing in Galaxy, including:
- Block commenting
- Function/Method overloading
- Multiple variable declaration on one line
- Expanded implicit cast support
- string to text
- bool, int, fixed, char, byte to string or text when using the concatenate (+) operator
- Local variable declaration freedom
- {} Blocks
- Postfix/Prefix increment/decrement operators (++ and --)
- Using assignments as expressions:
x = 5 + (y = 5);
results in x being assigned the value of 10 - for and for-each loops
- Initializer (static) blocks
It also redefines some Galaxy constructs to make them more compatible with Andromeda style:
- Forward declarations are no longer necessary (and discouraged)
- The private keyword replaces the static keyword as a visibility modifier (use of the latter is possible, but discouraged)
- Structs declarations no longer have to end with a semicolon
- Reflexive programming using string literals to reference functions is discouraged. The
.name
field should be used instead to access a function/method's name.
Encapsulation
Classes
Polymorphism
Generics
Links
- Andromeda Standard Library
- Andromeda Language Specification
- Installation and Usage Guide
- Download (Resource Database)