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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "int" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
Integer built-in type.
</brief_description>
<description >
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Signed 64-bit integer type.
It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds will wrap around.
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[int] is a [Variant] type, and will thus be used when assigning an integer value to a [Variant]. It can also be enforced with the [code]: int[/code] type hint.
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[codeblocks]
[gdscript]
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var my_variant = 0 # int, value 0.
my_variant += 4.2 # float, value 4.2.
var my_int: int = 1 # int, value 1.
my_int = 4.2 # int, value 4, the right value is implicitly cast to int.
my_int = int("6.7") # int, value 6, the String is explicitly cast with int.
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var max_int = 9223372036854775807
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print(max_int) # 9223372036854775807, OK.
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max_int += 1
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print(max_int) # -9223372036854775808, we overflowed and wrapped around.
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[/gdscript]
[csharp]
int myInt = (int)"6.7".ToFloat(); // int, value 6, the String is explicitly cast with int.
// We have to use `long` here, because GDSript's `int`
// is 64 bits long while C#'s `int` is only 32 bits.
long maxInt = 9223372036854775807;
GD.Print(maxInt); // 9223372036854775807, OK.
maxInt++;
GD.Print(maxInt); // -9223372036854775808, we overflowed and wrapped around.
// Alternatively, if we used C#'s 32-bit `int` type, the maximum value is much smaller:
int halfInt = 2147483647;
GD.Print(halfInt); // 2147483647, OK.
halfInt++;
GD.Print(halfInt); // -2147483648, we overflowed and wrapped around.
[/csharp]
[/codeblocks]
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</description>
<tutorials >
</tutorials>
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<constructors >
<constructor name= "int" >
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<return type= "int" />
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<description >
Constructs a default-initialized [int] set to [code]0[/code].
</description>
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</constructor>
<constructor name= "int" >
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<return type= "int" />
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<param index= "0" name= "from" type= "int" />
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<description >
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Constructs an [int] as a copy of the given [int].
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</description>
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</constructor>
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<constructor name= "int" >
<return type= "int" />
<param index= "0" name= "from" type= "String" />
<description >
Converts a [String] to an [int], following the same rules as [method String.to_int].
</description>
</constructor>
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<constructor name= "int" >
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<return type= "int" />
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<param index= "0" name= "from" type= "bool" />
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<description >
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Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0.
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</description>
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</constructor>
<constructor name= "int" >
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<return type= "int" />
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<param index= "0" name= "from" type= "float" />
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<description >
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Cast a float value to an integer value, this method simply removes the number fractions (i.e. rounds [param from] towards zero), so for example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This operation is also called truncation.
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</description>
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</constructor>
</constructors>
<operators >
<operator name= "operator !=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if this [int] is not equivalent to the given [float].
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</description>
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</operator>
<operator name= "operator !=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if the integers are not equal.
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</description>
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</operator>
<operator name= "operator %" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns the remainder after dividing two integers. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
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[codeblock]
print(5 % 2) # 1
print(12 % 4) # 0
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print(-5 % 3) # -2
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[/codeblock]
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</description>
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</operator>
<operator name= "operator &" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns the result of bitwise [code]AND[/code] operation for two integers.
[codeblock]
print(3 & 1) # 1
print(11 & 3) # 3
[/codeblock]
It's useful to retrieve binary flags from a variable.
[codeblock]
var flags = 5
# Do something if the first bit is enabled.
if flags & 1:
do_stuff()
[/codeblock]
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</description>
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</operator>
<operator name= "operator *" >
<return type= "Color" />
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<param index= "0" name= "right" type= "Color" />
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<description >
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Multiplies each component of the [Color] by the given [int].
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</description>
</operator>
<operator name= "operator *" >
<return type= "Quaternion" />
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<param index= "0" name= "right" type= "Quaternion" />
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<description >
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Multiplies each component of the [Quaternion] by the given [int]. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
</operator>
<operator name= "operator *" >
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<return type= "Vector2" />
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<param index= "0" name= "right" type= "Vector2" />
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<description >
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Multiplies each component of the [Vector2] by the given [int].
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[codeblock]
print(2 * Vector2(1, 1)) # Vector2(2, 2)
[/codeblock]
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</description>
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</operator>
<operator name= "operator *" >
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<return type= "Vector2i" />
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<param index= "0" name= "right" type= "Vector2i" />
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<description >
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Multiplies each component of the [Vector2i] by the given [int].
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</description>
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</operator>
<operator name= "operator *" >
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<return type= "Vector3" />
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<param index= "0" name= "right" type= "Vector3" />
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<description >
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Multiplies each component of the [Vector3] by the given [int].
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</description>
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</operator>
<operator name= "operator *" >
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<return type= "Vector3i" />
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<param index= "0" name= "right" type= "Vector3i" />
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<description >
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Multiplies each component of the [Vector3i] by the given [int].
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</description>
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</operator>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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<operator name= "operator *" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Vector4" />
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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<description >
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Multiplies each component of the [Vector4] by the given [int].
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector4i" />
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<param index= "0" name= "right" type= "Vector4i" />
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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<description >
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Multiplies each component of the [Vector4i] by the given [int].
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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</description>
</operator>
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<operator name= "operator *" >
<return type= "float" />
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<param index= "0" name= "right" type= "float" />
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<description >
Multiplies an [int] and a [float]. The result is a [float].
</description>
</operator>
<operator name= "operator *" >
<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
Multiplies two [int]s.
</description>
</operator>
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<operator name= "operator **" >
<return type= "float" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Raises an [int] to a power of a [float]. The result is a [float].
[codeblock]
print(8**0.25) # 1.68179283050743
[/codeblock]
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</description>
</operator>
<operator name= "operator **" >
<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Raises an [int] to a power of a [int].
[codeblock]
print(5**5) # 3125
[/codeblock]
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</description>
</operator>
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<operator name= "operator +" >
<return type= "float" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Adds an [int] and a [float]. The result is a [float].
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</description>
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</operator>
<operator name= "operator +" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Adds two integers.
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</description>
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</operator>
<operator name= "operator -" >
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<return type= "float" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Subtracts a [float] from an [int]. The result is a [float].
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</description>
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</operator>
<operator name= "operator -" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Subtracts two integers.
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</description>
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</operator>
<operator name= "operator /" >
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<return type= "float" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Divides an [int] by a [float]. The result is a [float].
[codeblock]
print(10 / 3.0) # 3.333...
[/codeblock]
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</description>
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</operator>
<operator name= "operator /" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Divides two integers. The decimal part of the result is discarded (truncated).
[codeblock]
print(10 / 2) # 5
print(10 / 3) # 3
[/codeblock]
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</description>
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</operator>
<operator name= "operator <" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if this [int] is less than the given [float].
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</description>
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</operator>
<operator name= "operator <" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if the left integer is less than the right one.
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</description>
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</operator>
<operator name= "operator <<" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Performs bitwise shift left operation on the integer. Effectively the same as multiplying by a power of 2.
[codeblock]
print(10 < < 1) # 20
print(10 < < 4) # 160
[/codeblock]
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</description>
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</operator>
<operator name= "operator <=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if this [int] is less than or equal to the given [float].
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</description>
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</operator>
<operator name= "operator <=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if the left integer is less than or equal to the right one.
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</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if the integer is equal to the given [float].
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</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if both integers are equal.
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</description>
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</operator>
<operator name= "operator >" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if this [int] is greater than the given [float].
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</description>
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</operator>
<operator name= "operator >" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if the left integer is greater than the right one.
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</description>
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</operator>
<operator name= "operator >=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Returns [code]true[/code] if this [int] is greater than or equal to the given [float].
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</description>
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</operator>
<operator name= "operator >=" >
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<return type= "bool" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns [code]true[/code] if the left integer is greater than or equal to the right one.
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</description>
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</operator>
<operator name= "operator >>" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Performs bitwise shift right operation on the integer. Effectively the same as dividing by a power of 2.
[codeblock]
print(10 > > 1) # 5
print(10 > > 2) # 2
[/codeblock]
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</description>
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</operator>
<operator name= "operator ^" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns the result of bitwise [code]XOR[/code] operation for two integers.
[codeblock]
print(5 ^ 1) # 4
print(4 ^ 7) # 3
[/codeblock]
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</description>
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</operator>
<operator name= "operator unary+" >
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<return type= "int" />
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<description >
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
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</operator>
<operator name= "operator unary-" >
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<return type= "int" />
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<description >
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Returns the negated value of the [int]. If positive, turns the number negative. If negative, turns the number positive. If zero, does nothing.
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</description>
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</operator>
<operator name= "operator |" >
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<return type= "int" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Returns the result of bitwise [code]OR[/code] operation for two integers.
[codeblock]
print(2 | 4) # 6
print(1 | 3) # 3
[/codeblock]
It's useful to store binary flags in a variable.
[codeblock]
var flags = 0
# Turn first and third bit on.
flags |= 1
flags |= 4
[/codeblock]
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</description>
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</operator>
<operator name= "operator ~" >
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<return type= "int" />
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<description >
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Returns the result of bitwise [code]NOT[/code] operation for the integer. It's effectively equal to [code]-int + 1[/code].
[codeblock]
print(~4) # -3
print(~7) # -6
[/codeblock]
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</description>
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</operator>
</operators>
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</class>