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import "fmt.odin";
proc general_stuff() {
// Complex numbers
var a = 3 + 4i;
var b: complex64 = 3 + 4i;
var c: complex128 = 3 + 4i;
var d = complex(2, 3);
var e = a / conj(a);
fmt.println("(3+4i)/(3-4i) =", e);
fmt.println(real(e), "+", imag(e), "i");
// C-style variadic procedures
foreign __llvm_core {
// The variadic part allows for extra type checking too which C does not provide
proc c_printf(fmt: ^u8, #c_vararg args: ..any) -> i32 #link_name "printf";
}
type Foo struct {
x: int,
y: f32,
z: string,
}
var foo = Foo{123, 0.513, "A string"};
var x, y, z = expand_to_tuple(foo);
fmt.println(x, y, z);
// 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 = ---;
// Context system is now implemented using Implicit Parameter Passing (IPP)
// The previous implementation was Thread Local Storage (TLS)
// IPP has the advantage that it works on systems without TLS and that you can
// link the context to the stack frame and thus look at previous contexts
//
// 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 if performance
// is worried about
}
proc foreign_blocks() {
// See sys/windows.odin
}
proc default_arguments() {
proc hello(a: int = 9, b: int = 9) {
fmt.printf("a is %d; b is %d\n", a, b);
}
fmt.println("\nTesting default arguments:");
hello(1, 2);
hello(1);
hello();
}
proc named_arguments() {
type Colour enum {
Red,
Orange,
Yellow,
Green,
Blue,
Octarine,
};
using Colour;
proc make_character(name, catch_phrase: string, favorite_color, least_favorite_color: Colour) {
fmt.println();
fmt.printf("My name is %v and I like %v. %v\n", name, favorite_color, catch_phrase);
}
make_character("Frank", "¡Ay, caramba!", Blue, Green);
// As the procedures have more and more parameters, it is very easy
// 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
make_character(catch_phrase = "¡Ay, caramba!", name = "Frank",
least_favorite_color = Green, favorite_color = Blue);
// The named arguments can be specifed in any order.
make_character(favorite_color = Octarine, catch_phrase = "U wot m8!",
least_favorite_color = Green, name = "Dennis");
// NOTE: You cannot mix named arguments with normal values
/*
make_character("Dennis",
favorite_color = Octarine, catch_phrase = "U wot m8!",
least_favorite_color = Green);
*/
// 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) {
var g_str = g ? "true" : "false";
fmt.printf("How many?! %s: %v\n", s, g_str);
}
numerous_things("First");
numerous_things(s = "Second", g = true);
// Default values can be placed anywhere, not just at the end like in other languages
proc weird(pre: string, mid: int = 0, post: string) {
fmt.println(pre, mid, post);
}
weird("How many things", 42, "huh?");
weird(pre = "Prefix", post = "Pat");
}
proc default_return_values() {
proc foo(x: int) -> (first: string = "Hellope", second = "world!") {
match x {
case 0: return;
case 1: return "Goodbye";
case 2: return "Goodbye", "cruel world...";
case 3: return second = "cruel world...", first = "Goodbye";
}
return second = "my old friend.";
}
fmt.printf("%s %s\n", foo(0));
fmt.printf("%s %s\n", foo(1));
fmt.printf("%s %s\n", foo(2));
fmt.printf("%s %s\n", foo(3));
fmt.printf("%s %s\n", foo(4));
fmt.println();
// A more "real" example
type Error enum {
None,
WhyTheNumberThree,
TenIsTooBig,
};
type Entity struct {
name: string,
id: u32,
}
proc some_thing(input: int) -> (result: ^Entity = nil, err = Error.None) {
match {
case input == 3: return err = Error.WhyTheNumberThree;
case input >= 10: return err = Error.TenIsTooBig;
}
var e = new(Entity);
e.id = u32(input);
return result = e;
}
}
proc call_location() {
proc amazing(n: int, using loc = #caller_location) {
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);
fmt.println("`main` is located at", loc);
fmt.println("This line is located at", #location());
fmt.println();
amazing(3);
amazing(4, #location(call_location));
// See _preload.odin for the implementations of `assert` and `panic`
}
proc explicit_parametric_polymorphic_procedures() {
// This is how `new` is actually implemented, see _preload.odin
proc alloc_type(T: type) -> ^T {
return ^T(alloc(size_of(T), align_of(T)));
}
var int_ptr = alloc_type(int);
defer free(int_ptr);
int_ptr^ = 137;
fmt.println(int_ptr, int_ptr^);
// Named arguments work too!
var another_ptr = alloc_type(T = f32);
defer free(another_ptr);
proc add(T: type, args: ..T) -> T {
var res: T;
for arg in args {
res += arg;
}
return res;
}
fmt.println("add =", add(int, 1, 2, 3, 4, 5, 6));
proc swap(T: type, a, b: ^T) {
var tmp = a^;
a^ = b^;
b^ = tmp;
}
var a, b: int = 3, 4;
fmt.println("Pre-swap:", a, b);
swap(int, &a, &b);
fmt.println("Post-swap:", a, b);
a, b = b, a; // Or use this syntax for this silly example case
// A more complicated example using subtyping
// Something like this could be used in a game
type Vector2 struct {x, y: f32};
type Entity struct {
using position: Vector2,
flags: u64,
id: u64,
batch_index: u32,
slot_index: u32,
portable_id: u32,
derived: any,
}
type Rock struct {
using entity: ^Entity,
heavy: bool,
}
type Door struct {
using entity: ^Entity,
open: bool,
}
type Monster struct {
using entity: ^Entity,
is_robot: bool,
is_zombie: bool,
}
type EntityManager struct {
batches: [dynamic]^EntityBatch,
next_portable_id: u32,
}
const ENTITIES_PER_BATCH = 16;
type EntityBatch struct {
data: [ENTITIES_PER_BATCH]Entity,
occupied: [ENTITIES_PER_BATCH]bool,
batch_index: u32,
}
proc use_empty_slot(manager: ^EntityManager, batch: ^EntityBatch) -> ^Entity {
for ok, i in batch.occupied {
if ok -> continue;
batch.occupied[i] = true;
var e = &batch.data[i];
e.batch_index = u32(batch.batch_index);
e.slot_index = u32(i);
e.portable_id = manager.next_portable_id;
manager.next_portable_id++;
return e;
}
return nil;
}
proc gen_new_entity(manager: ^EntityManager) -> ^Entity {
for b in manager.batches {
var e = use_empty_slot(manager, b);
if e != nil -> return e;
}
var new_batch = new(EntityBatch);
append(manager.batches, new_batch);
new_batch.batch_index = u32(len(manager.batches)-1);
return use_empty_slot(manager, new_batch);
}
proc new_entity(manager: ^EntityManager, Type: type, x, y: int) -> ^Type {
var result = new(Type);
result.entity = gen_new_entity(manager);
result.derived.data = result;
result.derived.type_info = type_info(Type);
result.position.x = f32(x);
result.position.y = f32(y);
return result;
}
var manager: EntityManager;
var entities: [dynamic]^Entity;
var rock = new_entity(&manager, Rock, 3, 5);
// Named arguments work too!
var door = new_entity(manager = &manager, Type = Door, x = 3, y = 6);
// And named arguments can be any order
var monster = new_entity(
y = 1,
x = 2,
manager = &manager,
Type = Monster,
);
append(entities, rock, door, monster);
// An alternative to `union`s
for entity in entities {
match e in entity.derived {
case Rock: fmt.println("Rock", e.portable_id);
case Door: fmt.println("Door", e.portable_id);
case Monster: fmt.println("Monster", e.portable_id);
}
}
}
proc main() {
general_stuff();
foreign_blocks();
default_arguments();
named_arguments();
default_return_values();
call_location();
explicit_parametric_polymorphic_procedures();
// Command line argument(s)!
// -opt=0,1,2,3
/*************/
/* Questions */
/*************/
/*
I'm questioning if I should change the declaration syntax back to Jai-like
as I've found solutions to the problems I had with it before.
Should I change back to Jai-like declarations or keep with the Pascal-like?
Jai-like
x: int;
x: int = 123;
x := 123;
foo : int : 123;
foo :: 123;
MyInt :: int;
BarType :: proc();
bar :: proc() {
}
foreign lib {
foreign_bar :: proc() ---;
}
Pascal-like
var x: int;
var x: int = 123;
var x = 123;
const foo: int = 123;
const foo = 123;
type MyInt int;
type BarType proc();
proc bar() {
}
foreign lib {
proc foreign_bar();
}
*/
}
/*
proc main() {
var program = "+ + * - /";
var accumulator = 0;
for token in program {
match token {
case '+': accumulator += 1;
case '-': accumulator -= 1;
case '*': accumulator *= 2;
case '/': accumulator /= 2;
case: // Ignore everything else
}
}
fmt.printf("The program \"%s\" calculates the value %d\n",
program, accumulator);
}
*/
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