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-rw-r--r--code/demo.odin16
1 files changed, 11 insertions, 5 deletions
diff --git a/code/demo.odin b/code/demo.odin
index 6a4f4b261..a7a72f4a8 100644
--- a/code/demo.odin
+++ b/code/demo.odin
@@ -31,6 +31,7 @@ proc general_stuff() {
// By default, all variables are zeroed
// This can be overridden with the "uninitialized value"
+ // This is similar to `nil` but applied to everything
var undef_int: int = ---;
@@ -41,7 +42,8 @@ proc general_stuff() {
//
// It does mean that a pointer is implicitly passed procedures with the default
// Odin calling convention (#cc_odin)
- // This can be overridden with something like #cc_contextless or #cc_c
+ // This can be overridden with something like #cc_contextless or #cc_c if performance
+ // is worried about
}
@@ -80,7 +82,8 @@ proc named_arguments() {
// As the procedures have more and more parameters, it is very easy
- // to get many of the arguments in the wrong order
+ // to get many of the arguments in the wrong order especialy if the
+ // types are the same
make_character("¡Ay, caramba!", "Frank", Green, Blue);
// Named arguments help to disambiguate this problem
@@ -102,7 +105,8 @@ proc named_arguments() {
// Named arguments can also aid with default arguments
- proc numerous_things(s : string, a = 1, b = 2, c = 3.14, d = "The Best String!", e = false, f = 10.3/3.1, g = false) {
+ proc numerous_things(s : string, a = 1, b = 2, c = 3.14,
+ d = "The Best String!", e = false, f = 10.3/3.1, g = false) {
var g_str = g ? "true" : "false";
fmt.printf("How many?! %s: %v\n", s, g_str);
}
@@ -169,9 +173,11 @@ proc default_return_values() {
proc call_location() {
proc amazing(n: int, using loc = #caller_location) {
- fmt.printf("%s(%d:%d) just asked to do something amazing to %d.\n",
+ fmt.printf("%s(%d:%d) just asked to do something amazing.\n",
fully_pathed_filename, line, column);
+ fmt.printf("Normal -> %d\n", n);
fmt.printf("Amazing -> %d\n", n+1);
+ fmt.println();
}
var loc = #location(main);
@@ -232,7 +238,7 @@ proc explicit_parametric_polymorphic_procedures() {
// A more complicated example using subtyping
- // Something like this could be used a game
+ // Something like this could be used in a game
type Vector2 struct {x, y: f32};
type Entity struct {