Files
Odin/code/old_demos/demo002.odin
T
2016-09-19 23:59:26 +01:00

901 lines
15 KiB
Odin

// Demo 002
#load "basic.odin"
#load "math.odin"
// #load "game.odin"
#thread_local tls_int: int
main :: proc() {
// Forenotes
// Semicolons are now optional
// Rule for when a semicolon is expected after a statement
// - If the next token is not on the same line
// - if the next token is a closing brace }
// - Otherwise, a semicolon is needed
//
// Expections:
// for, if, match
// if x := thing(); x < 123 {}
// for i := 0; i < 123; i++ {}
// Q: Should I use the new rule or go back to the old one without optional semicolons?
// #thread_local - see runtime.odin and above at `tls_int`
// #foreign_system_library - see win32.odin
// struct_compound_literals()
// enumerations()
// variadic_procedures()
// new_builtins()
// match_statement()
// namespacing()
// subtyping()
// tagged_unions()
}
struct_compound_literals :: proc() {
Thing :: type struct {
id: int
x: f32
name: string
}
{
t1: Thing
t1.id = 1
t3 := Thing{}
t4 := Thing{1, 2, "Fred"}
// t5 := Thing{1, 2}
t6 := Thing{
name = "Tom",
x = 23,
}
}
}
enumerations :: proc() {
{
Fruit :: type enum {
APPLE, // 0
BANANA, // 1
PEAR, // 2
}
f := Fruit.APPLE
// g12: int = Fruit.BANANA
g: int = Fruit.BANANA as int
// However, you can use enums are index values as _any_ integer allowed
}
{
Fruit1 :: type enum int {
APPLE,
BANANA,
PEAR,
}
Fruit2 :: type enum u8 {
APPLE,
BANANA,
PEAR,
}
Fruit3 :: type enum u8 {
APPLE = 1,
BANANA, // 2
PEAR = 5,
TOMATO, // 6
}
}
// Q: remove the need for `type` if it's a record (struct/enum/raw_union/union)?
}
variadic_procedures :: proc() {
print_ints :: proc(args: ..int) {
for i := 0; i < len(args); i++ {
if i > 0 {
print_string(", ")
}
print_int(args[i])
}
}
print_ints(); // nl()
print_ints(1); nl()
print_ints(1, 2, 3); nl()
print_prefix_f32s :: proc(prefix: string, args: ..f32) {
print_string(prefix)
print_string(": ")
for i := 0; i < len(args); i++ {
if i > 0 {
print_string(", ")
}
print_f32(args[i])
}
}
print_prefix_f32s("a"); nl()
print_prefix_f32s("b", 1); nl()
7 print_prefix_f32s("c", 1, 2, 3); nl()
// Internally, the variadic procedures get allocated to an array on the stack,
// and this array is passed a slice
// This is first step for a `print` procedure but I do not have an `any` type
// yet as this requires a few other things first - i.e. introspection
// NOTE(bill): I haven't yet added the feature of expanding a slice or array into
// a variadic a parameter but it's pretty trivial to add
}
new_builtins :: proc() {
{
a := new(int)
b := new_slice(int, 12)
c := new_slice(int, 12, 16)
defer delete(a)
defer delete(b)
defer delete(c)
// NOTE(bill): These use the current context's allocator not the default allocator
// see runtime.odin
// Q: Should this be `free` rather than `delete` and should I overload it for slices too?
{
prev_context := context
defer context = prev_context
// Q: Should I add a `push_context` feature to the language?
context.allocator = __default_allocator()
a := new(int)
defer delete(a)
// Do whatever
}
}
{
a: int = 123
b: type_of_val(a) = 321
// NOTE(bill): This matches the current naming scheme
// size_of
// align_of
// offset_of
//
// size_of_val
// align_of_val
// offset_of_val
// type_of_val
}
{
// Compile time assert
COND :: true
compile_assert(COND)
// compile_assert(!COND)
// Runtime assert
x := true
assert(x)
// assert(!x)
}
{
x: ^u32 = null;
y := ptr_offset(x, 100)
z := ptr_sub(y, x)
w := slice_ptr(x, 12)
t := slice_ptr(x, 12, 16)
// NOTE(bill): These are here because I've removed:
// pointer arithmetic
// pointer indexing
// pointer slicing
// Reason
a: [16]int
a[1] = 1;
b := ^a
// Auto pointer deref
// consistent with record members
assert(b[1] == 1)
// Q: Should I add them back in at the cost of inconsitency?
}
{
a, b := -1, 2
print_int(min(a, b)); nl()
print_int(max(a, b)); nl()
print_int(abs(a)); nl()
// These work at compile time too
A :: -1
B :: 2
C :: min(A, B)
D :: max(A, B)
E :: abs(A)
print_int(C); nl()
print_int(D); nl()
print_int(E); nl()
}
}
match_statement :: proc() {
// NOTE(bill): `match` statements are similar to `switch` statements
// in other languages but there are few differences
{
match x := 5; x {
case 1: // cases must be constant expression
print_string("1!\n")
// break by default
case 2:
s := "2!\n"; // Each case has its own scope
print_string(s)
break // explicit break
case 3, 4: // multiple cases
print_string("3 or 4!\n")
case 5:
print_string("5!\n")
fallthrough // explicit fallthrough
default:
print_string("default!\n")
}
match x := 1.5; x {
case 1.5:
print_string("1.5!\n")
// break by default
case MATH_TAU:
print_string("τ!\n")
default:
print_string("default!\n")
}
match x := "Hello"; x {
case "Hello":
print_string("greeting\n")
// break by default
case "Goodbye":
print_string("farewell\n")
default:
print_string("???\n")
}
a := 53
match {
case a == 1:
print_string("one\n")
case a == 2:
print_string("a couple\n")
case a < 7, a == 7:
print_string("a few\n")
case a < 12: // intentional bug
print_string("several\n")
case a >= 12 && a < 100:
print_string("dozens\n")
case a >= 100 && a < 1000:
print_string("hundreds\n")
default:
print_string("a fuck ton\n")
}
// Identical to this
b := 53
if b == 1 {
print_string("one\n")
} else if b == 2 {
print_string("a couple\n")
} else if b < 7 || b == 7 {
print_string("a few\n")
} else if b < 12 { // intentional bug
print_string("several\n")
} else if b >= 12 && b < 100 {
print_string("dozens\n")
} else if b >= 100 && b < 1000 {
print_string("hundreds\n")
} else {
print_string("a fuck ton\n")
}
// However, match statements allow for `break` and `fallthrough` unlike
// an if statement
}
}
Vector3 :: type struct {
x, y, z: f32
}
print_floats :: proc(args: ..f32) {
for i := 0; i < len(args); i++ {
if i > 0 {
print_string(", ")
}
print_f32(args[i])
}
print_nl()
}
namespacing :: proc() {
{
Thing :: type struct {
x: f32
name: string
}
a: Thing
a.x = 3
{
Thing :: type struct {
y: int
test: bool
}
b: Thing // Uses this scope's Thing
b.test = true
}
}
{
Entity :: type struct {
Guid :: type int
Nested :: type struct {
MyInt :: type int
i: int
}
CONSTANT :: 123
guid: Guid
name: string
pos: Vector3
vel: Vector3
nested: Nested
}
guid: Entity.Guid = Entity.CONSTANT
i: Entity.Nested.MyInt
{
using Entity
guid: Guid = CONSTANT
using Nested
i: MyInt
}
{
using Entity.Nested
guid: Entity.Guid = Entity.CONSTANT
i: MyInt
}
{
e: Entity
using e
guid = 27832
name = "Bob"
print_int(e.guid as int); nl()
print_string(e.name); nl()
}
{
using e: Entity
guid = 78456
name = "Thing"
print_int(e.guid as int); nl()
print_string(e.name); nl()
}
}
{
Entity :: type struct {
Guid :: type int
Nested :: type struct {
MyInt :: type int
i: int
}
CONSTANT :: 123
guid: Guid
name: string
using pos: Vector3
vel: Vector3
using nested: ^Nested
}
e := Entity{nested = new(Entity.Nested)}
e.x = 123
e.i = Entity.CONSTANT
}
{
Entity :: type struct {
position: Vector3
}
print_pos_1 :: proc(entity: ^Entity) {
print_string("print_pos_1: ")
print_floats(entity.position.x, entity.position.y, entity.position.z)
}
print_pos_2 :: proc(entity: ^Entity) {
using entity
print_string("print_pos_2: ")
print_floats(position.x, position.y, position.z)
}
print_pos_3 :: proc(using entity: ^Entity) {
print_string("print_pos_3: ")
print_floats(position.x, position.y, position.z)
}
print_pos_4 :: proc(using entity: ^Entity) {
using position
print_string("print_pos_4: ")
print_floats(x, y, z)
}
e := Entity{position = Vector3{1, 2, 3}}
print_pos_1(^e)
print_pos_2(^e)
print_pos_3(^e)
print_pos_4(^e)
// This is similar to C++'s `this` pointer that is implicit and only available in methods
}
}
subtyping :: proc() {
{
// C way for subtyping/subclassing
Entity :: type struct {
position: Vector3
}
Frog :: type struct {
entity: Entity
jump_height: f32
}
f: Frog
f.entity.position = Vector3{1, 2, 3}
using f.entity
position = Vector3{1, 2, 3}
}
{
// C++ way for subtyping/subclassing
Entity :: type struct {
position: Vector3
}
Frog :: type struct {
using entity: Entity
jump_height: f32
}
f: Frog
f.position = Vector3{1, 2, 3}
print_pos :: proc(using entity: Entity) {
print_string("print_pos: ")
print_floats(position.x, position.y, position.z)
}
print_pos(f.entity)
print_pos(f)
// Subtype Polymorphism
}
{
// More than C++ way for subtyping/subclassing
Entity :: type struct {
position: Vector3
}
Frog :: type struct {
jump_height: f32
using entity: ^Entity // Doesn't have to be first member!
}
f: Frog
f.entity = new(Entity)
f.position = Vector3{1, 2, 3}
print_pos :: proc(using entity: ^Entity) {
print_string("print_pos: ")
print_floats(position.x, position.y, position.z)
}
print_pos(f.entity)
print_pos(^f)
print_pos(f)
}
{
// More efficient subtyping
Entity :: type struct {
position: Vector3
}
Frog :: type struct {
jump_height: f32
using entity: ^Entity
}
MAX_ENTITES :: 64
entities: [MAX_ENTITES]Entity
entity_count := 0
next_entity :: proc(entities: []Entity, entity_count: ^int) -> ^Entity {
e := ^entities[entity_count^]
entity_count^++
return e
}
f: Frog
f.entity = next_entity(entities[:], ^entity_count)
f.position = Vector3{3, 4, 6}
using f.position
print_floats(x, y, z)
}
{
// Down casting
Entity :: type struct {
position: Vector3
}
Frog :: type struct {
jump_height: f32
using entity: Entity
}
f: Frog
f.jump_height = 564
e := ^f.entity
frog := e down_cast ^Frog
print_string("down_cast: ")
print_f32(frog.jump_height); nl()
// NOTE(bill): `down_cast` is unsafe and there are not check are compile time or run time
// Q: Should I completely remove `down_cast` as I added it in about 30 minutes
}
{
// Multiple "inheritance"/subclassing
Entity :: type struct {
position: Vector3
}
Climber :: type struct {
speed: f32
}
Frog :: type struct {
using entity: Entity
using climber: Climber
}
}
}
tagged_unions :: proc() {
{
EntityKind :: type enum {
INVALID,
FROG,
GIRAFFE,
HELICOPTER,
}
Entity :: type struct {
kind: EntityKind
using data: raw_union {
frog: struct {
jump_height: f32
colour: u32
}
giraffe: struct {
neck_length: f32
spot_count: int
}
helicopter: struct {
blade_count: int
weight: f32
pilot_name: string
}
}
}
e: Entity
e.kind = EntityKind.FROG
e.frog.jump_height = 12
f: type_of_val(e.frog);
// But this is very unsafe and extremely cumbersome to write
// In C++, I use macros to alleviate this but it's not a solution
}
{
Entity :: type union {
Frog: struct {
jump_height: f32
colour: u32
}
Giraffe: struct {
neck_length: f32
spot_count: int
}
Helicopter: struct {
blade_count: int
weight: f32
pilot_name: string
}
}
using Entity
f1: Frog = Frog{12, 0xff9900}
f2: Entity = Frog{12, 0xff9900} // Implicit cast
f3 := Frog{12, 0xff9900} as Entity // Explicit cast
// f3.Frog.jump_height = 12 // There are "members" of a union
e, f, g, h: Entity
f = Frog{12, 0xff9900}
g = Giraffe{2.1, 23}
h = Helicopter{4, 1000, "Frank"}
// Requires a pointer to the union
// `x` will be a pointer to type of the case
match type x : ^f {
case Frog:
print_string("Frog!\n")
print_f32(x.jump_height); nl()
x.jump_height = 3
print_f32(x.jump_height); nl()
case Giraffe:
print_string("Giraffe!\n")
case Helicopter:
print_string("ROFLCOPTER!\n")
default:
print_string("invalid entity\n")
}
// Q: Allow for a non pointer version with takes a copy instead?
// Or it takes the pointer the data and not a copy
fp := ^f as ^Frog // Unsafe
print_f32(fp.jump_height); nl()
// Internals of a tagged union
/*
struct {
data: [size_of_biggest_tag]u8
tag_index: int
}
*/
// This is to allow for pointer casting if needed
// Advantage over subtyping version
MAX_ENTITES :: 64
entities: [MAX_ENTITES]Entity
entities[0] = Frog{}
entities[1] = Helicopter{}
// etc.
}
{
// Transliteration of code from this actual compiler
// Some stuff is missing
Type :: type struct {}
Scope :: type struct {}
Token :: type struct {}
AstNode :: type struct {}
ExactValue :: type struct {}
EntityKind :: type enum {
Invalid,
Constant,
Variable,
UsingVariable,
TypeName,
Procedure,
Builtin,
Count,
}
Entity :: type struct {
Guid :: type i64
kind: EntityKind
guid: Guid
scope: ^Scope
token: Token
type_: ^Type
using data: raw_union {
Constant: struct {
value: ExactValue
}
Variable: struct {
visited: bool // Cycle detection
used: bool // Variable is used
is_field: bool // Is struct field
anonymous: bool // Variable is an anonymous
}
UsingVariable: struct {
}
TypeName: struct {
}
Procedure: struct {
used: bool
}
Builtin: struct {
id: int
}
}
}
// Plus all the constructing procedures that go along with them!!!!
// It's a nightmare
}
{
Type :: type struct {}
Scope :: type struct {}
Token :: type struct {}
AstNode :: type struct {}
ExactValue :: type struct {}
Entity :: type union {
Base :: type struct {
Guid :: type i64
guid: Guid
scope: ^Scope
token: Token
type_: ^Type
}
Constant: struct {
using base: Base
value: ExactValue
}
Variable: struct {
using base: Base
visited: bool // Cycle detection
used: bool // Variable is used
is_field: bool // Is struct field
anonymous: bool // Variable is an anonymous
}
UsingVariable: struct {
using base: Base
}
TypeName: struct {
using base: Base
}
Procedure: struct {
using base: Base
used: bool
}
Builtin: struct {
using base: Base
id: int
}
}
using Entity
e: Entity
e = Variable{
base = Base{},
used = true,
anonymous = false,
}
// Q: Allow a "base" type to be added to a union?
// Or even `using` on union to get the same properties?
}
{
// `Raw` unions still have uses, especially for mathematic types
Vector2 :: type raw_union {
using xy_: struct { x, y: f32 }
e: [2]f32
v: {2}f32
}
Vector3 :: type raw_union {
using xyz_: struct { x, y, z: f32 }
xy: Vector2
e: [3]f32
v: {3}f32
}
v2: Vector2
v2.x = 1
v2.e[0] = 1
v2.v[0] = 1
v3: Vector3
v3.x = 1
v3.e[0] = 1
v3.v[0] = 1
v3.xy.x = 1
}
}
nl :: proc() { print_nl() }