## Overview
An object can be declared at any scope: in a namespace, in a `type`, in a function, in an expression.
Its declaration is written using the same **name `:` kind `=` value** [declaration syntax](../cpp2/declarations.md) as everything in Cpp2:
- **name** starts with a letter and is followed by other letters, digits, or `_`. Examples: `count`, `skat_game`, `Point2D` are valid names.
- **kind** is the object's type. In most places, except type scopes, you can write the `_` wildcard as the type (or omit the type entirely) to ask for the type to be deduced. When the type is a template, the templated arguments can be inferred from the constructor (via [CTAD](../welcome/hello-world.md#ctad)).
- **value** is the object's initial value. To use the default-constructed value, write `()`.
For example:
``` cpp title="Declaring some objects" hl_lines="3 4 7-9 12 13"
// numbers is an object of type std::vector,
// defined as having the initial contents 1, 2, 3
numbers: std::vector = (1, 2, 3);
numbers: std::vector = (1, 2, 3); // same, deducing the vector's type
// count is an object of type int, defined as having initial value -1
count: int = -1;
count: _ = -1; // same, deducing the object's type with the _ wildcard
count := -1; // same, deducing the object's type by just omitting it
// pi is a variable template; == signifies the value never changes (constexpr)
pi: T == 3.14159'26535'89793'23846L;
pi: _ == 3.14159'26535'89793'23846L; // same, deducing the object's type
```
## Guaranteed initialization
Every object must be initialized using `=` before it is used.
An object in any scope can be initialized at its declaration. For example:
``` cpp title="Initializing objects when they are declared" hl_lines="4 10"
shape: type = {
// An object at type scope (data member)
// initialized with its type's default value
points: std::vector = ();
draw: (this, where: canvas) -> bool
= {
// An object at function scope (local variable)
// initialized with color::red
pen := color::red;
// ...
}
// ...
}
```
Additionally, at function local scope an object `obj` can be initialized separately from its declaration. This can be useful when the object must be declared before a program-meaningful initial value is known (to avoid a dead write of a wrong 'dummy' value), and/or when the object may be initialized in more than one way depending on other logic (e.g., by using different constructors on different paths). The way to do this is:
- Declare `obj` without an initializer, such as `obj: some_type;`. This allocates stack space for the object, but does not construct it.
- `obj` must have a definite first use on every `#!cpp if`/`#!cpp else` branch path, and
- that definite first use must be of the form `obj = value;` which is a constructor call, or else pass `obj` as an `out` argument to an `out` parameter (which is also effectively a constructor call, and performs the construction in the callee).
For example:
``` cpp title="Initializing local objects after they are declared" hl_lines="5 14 17 21"
f: () = {
buf: std::array; // uninitialized
// ... calculate some things ...
// ... no uses of buf here ...
buf = some_calculated_value; // constructs (not assigns) buf
// ...
std::cout buf[0]; // ok, a has been initialized
}
g: () = {
buf: std::array; // uninitialized
if flip_coin_is_heads() {
if heads_default_is_available {
buf = copy_heads_default(); // constructs buf
}
else {
buf = (other, constructor); // constructs buf
}
}
else {
load_from_disk( out buf ); // constructs buf (*)
}
std::cout buf[0]; // ok, a has been initialized
}
load_from_disk: (out buffer) = {
x = /* data read from disk */ ; // when `buffer` is uninitialized,
} // constructs it; otherwise, assigns
```
In the above example, note the simple rule for branches: The local variable must be initialized on both the `#!cpp if` and `#!cpp else` branches, or neither branch.
## Heap objects
Objects can also be allocated on the heap using `#!cpp arena.new (/*initializer, arguments*/)` where `arena` is any object that acts as a memory arena and provides a `#!cpp .new` function template. Two memory arena objects are provided in namespace `cpp2`:
- `#!cpp unique.new` calls `std::make_unique` and returns a `std::unique_ptr`.
- `#!cpp shared.new` calls `std::make_shared` and returns a `std::shared_ptr`.
The default is `#!cpp unique.new` if you don't specify an arena object.
For example (see [types](types.md) for more details about writing types):
``` cpp title="Heap allocation" hl_lines="3-6 10-11"
f: () -> std::shared_ptr
= {
// Dynamically allocate an object owned by a std::unique_ptr
// 'vec' is a unique_ptr containing three values
vec := new(1, 2, 3);
// shorthand for 'unique.new(...)'
std::cout