No-Code Workspace — Block Reference

Data and UtilitiesBlock usage recipe

Map (MAP)

Manages an in-memory key-value map

Documented for app version 1.0.50Updated:

Block Preview

Captured from the in-app Visual Builder block card in the English UI.

English UI
Map (MAP) block card

What Does It Do?

Manages a key-value map within one run. Actions: create, set, get, has, delete, clear, keys, values, size, entries, put_all, put_if_absent, replace, contains_value, is_empty.

When to Use?

1

Use it to keep related values under named keys instead of many loose variables.

How to Use?

1

Enter the map variable name

2

Pick the action

3

Fill the key, value or source fields; values accept {{ }} or the lightbulb

Parameters

Map Variable

Name of the map

Action / Key / Value

Fields per action; {{ }} and lightbulb supported

Map variable typeComing soonv1.0.51

A Map variable started from a JSON object works directly with MAP

Example Usage

1

MAP create (taskState) → set status = ready → set retryCount ← retryCount (bound with the lightbulb) → get status → currentStatus

Combinations / Used With

1

COMBINATIONS:

2

MAP + JSON_PARSE: Collect extracted fields

3

MAP + FOR_EACH: Iterate keys or entries

Tip

Manages an in-memory key-value map

Warnings / Cautions

1

WARNING:

2

Cleared when the run ends; use COLLECTION for persistent state

3

create empties the map; other actions start with an empty map if none exists

4

Numbers and true/false entered as plain values keep their type; a {{ }} value is stored as text, so bind with the lightbulb to keep a number

5

A value without {{ }} that starts with { or [ is parsed as JSON

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

MAP creates and manages a temporary in-memory key-value map inside one macro run. You start it with create, then write/read values by key with set/get. It is the clean way to gather several related values under named keys instead of loose variables. The state disappears when the run ends.

Advanced

The full action set: create (new map), set (write a value to a key), get (read a key), has (does a key exist), delete (remove a key), clear (empty all), keys (key list), values (value list), size (element count), entries (key-value pairs), put_all (bulk-fill from a source), put_if_absent (add only if missing), replace (swap if present), contains_value (does a value exist), is_empty (is it empty). The map variable name must be literal (like state, job). The put_all source must be JSON, a bound variable, or a valid Lua identifier. The key and value fields accept {{ }} templates and lightbulb binding. Numbers and true/false entered as plain values keep their types, and a value without {{ }} that starts with { or [ is parsed as JSON. A value produced by {{ }} is stored as text, so bind a variable that must stay a number with the lightbulb. keys/values/entries return a table, size returns a number, and has/contains_value/is_empty return a boolean.

Pro

Use MAP for a multi-field state bundle within one run: collect a batch of JSON_PARSE outputs (user name, status, counter) into one map and read them in later COMPARE/HUD_OVERLAY steps. Bind the keys or entries output to FOR_EACH to iterate over dynamic key sets; that's a strong pattern for small lookup tables and flag sets. Use put_if_absent to avoid races (it writes only the first time without clobbering an existing value) and replace to update only an existing key. Important constraint: MAP is not persistent; use COLLECTION for state that must survive between runs. If the map does not exist yet, every action other than create starts with an empty map, while create empties the map every time it runs.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Collect a status bundle in one flow
  1. 1MAP -> action = create, mapVarName = taskState
  2. 2MAP -> action = set, mapKey = status, mapValue = ready
  3. 3MAP -> action = set, mapKey = retryCount, mapValue bound to retryCount with the lightbulb (stays a number)
  4. 4MAP -> action = get, mapKey = status, mapResultVar = currentStatus
  5. 5Use currentStatus in COMPARE
Gather JSON fields into a map and iterate keys
  1. 1JSON_PARSE -> source = apiResponse, path = user.name, resultVar = uName
  2. 2MAP -> action = create, mapVarName = session
  3. 3MAP -> action = set, mapKey = name, mapValue = {{uName}}
  4. 4MAP -> action = keys, mapResultVar = sessionKeys
  5. 5FOR_EACH -> list = sessionKeys

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ JSON_PARSE

Collects several extracted fields into one structured bundle, reducing loose variable count.

+ FOR_EACH

Since keys/values/entries return a table, it's the natural partner to walk the map element by element.

+ COLLECTION

MAP lives for one run; keep state that must survive between runs on the device with COLLECTION.

+ ERROR_HANDLER

Keeps all recovery context (last state, counter, error) in one bundle.

Common Mistakes and Fixes

Assuming MAP is persistent. Fix: MAP is cleared when the run ends; use COLLECTION for cross-run state.

Typing a single-brace value such as {retryCount}. A value that starts with { is parsed as JSON, and that is not valid JSON. Fix: bind the field with the lightbulb (it stays a number) or use the {{retryCount}} template (stored as text).

Giving put_all an invalid source. Fix: the source must be JSON, a bound variable, or a valid Lua identifier; free text is not accepted.

Pro Tips

Use put_if_absent instead of set to avoid clobbering an existing value, and replace to update only an existing one; these two actions simplify race conditions.

Keep the map variable name literal and purpose-driven (state, job, session); use has and is_empty to safely validate the flow before branching.

Coming soonv1.0.51Define a map with known starting values in the variable editor with the Map type (a JSON object, e.g. {"count": 2, "mode": "fast"}). The variable is the same map object the MAP block uses; enter the same name as the Map variable and get, set and keys work on it directly. Nested objects become maps too; keys must be unique.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

local data_map = nil
local map_result = nil

data_map = Map()

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

🗃Source and Destination

Use file paths, key names, regex sources, and JSON paths with clear naming discipline.

🧷Default Value

Define default outputs clearly so the builder flow does not collapse when data is missing.

🔄Write Then Read Back

For KV or file writes, verifying the result in the next block is healthier in production-grade flows.

🪶Narrow Output Design

Instead of carrying large raw payloads, extract the value you need and pass it forward via a result variable.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: Info Text, Text Input, Checkbox, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

1

Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

2

However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

3

FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

4

TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

5

TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1)
{{ name }} kazandı! → tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

1

Keep scan regions as small as possible — improves speed, reduces false matches.

2

Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

3

Use network operations and error-prone steps inside TRY_CATCH.

4

If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

5

Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

6

Customize macros with Dialog block — different parameters each run.

7

Define repeating steps once with GROUP_CALL, call from many places.

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
1

Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

2

Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →